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The Cruiser Thread 3.0

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    I couldn't help the jab at the poor old fat lady. It's just so hard to wanna keep that ship up when almost every ship in the game is starting to out do it at it's designed role. Healing heh :D

    i almost want to jump in my excelsior captain's galaxy R and wile separated run my cannon setup for the lulz. with 3 flow consoles and tet weapons at the very least i should be able to smash shields pretty well. it should be a sight to see, a gal R not dieing in 5 seconds, tanking like a champ, and even dealing damage to shields at least that cant be easily ignored.

    i might have to post a kirk tac galaxy R build in this thread just to sully an otherwise good, helpful thread :D
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    ACT is a program that enables combat log parsing. It very thoroughly breaks down DPS. Want to see exactly what goes on in combat? ACT is for you then.

    Short of spending hours parsing a single log by hand (like I did till today) you can't get more indepth than this.

    http://hilbertguide.com//ACT.html

    I recommend just copy pastaing the address for the plug in. Skip the setup guide, go to the Plugins tab and copy pasta the version of the ACT plug in you want.

    To use act type in /combatlog 1 in chat. at the end of the session type in /combatlog 0 to end it.

    Import the combat log from the sto combat log folder.

    Go back to the main tab
    select your desired import zone (usually your most recent) and there you go.
  • ukdivefireukdivefire Member Posts: 20 Arc User
    edited September 2012
    Wanted to say thanks for your continued work on this thread. Just changed my Excelsior build to your latest cannon one, and it's very effective, even surviving my inept playing!

    I've still got much to learn (rotations, timing, being aware of everything) but this has really helped me become less cannon fodder and a little more useful.

    Many thanks!
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    ukdivefire wrote: »
    Wanted to say thanks for your continued work on this thread. Just changed my Excelsior build to your latest cannon one, and it's very effective, even surviving my inept playing!

    I've still got much to learn (rotations, timing, being aware of everything) but this has really helped me become less cannon fodder and a little more useful.

    Many thanks!

    It is my pleasure to serve/help :)
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Updated the Excelsiors 101 post.

    Content change? Weapons, and Set Items.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited September 2012
    ACT is a program that enables combat log parsing. It very thoroughly breaks down DPS. Want to see exactly what goes on in combat? ACT is for you then.

    Short of spending hours parsing a single log by hand (like I did till today) you can't get more indepth than this.

    http://hilbertguide.com//ACT.html

    I recommend just copy pastaing the address for the plug in. Skip the setup guide, go to the Plugins tab and copy pasta the version of the ACT plug in you want.

    To use act type in /combatlog 1 in chat. at the end of the session type in /combatlog 0 to end it.

    Import the combat log from the sto combat log folder.

    Go back to the main tab
    select your desired import zone (usually your most recent) and there you go.

    QFT. This should maybe be in your first post. Well, the link in #3 is broken so you could put it there...
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    The Regent Mav...the Regent! Did you buy it?:P

    I'm rechasing Excelsior Glory at the moment. (the reason for this, is a few Excelsior builds lay the foundation work for the coming Regent ones) Once I have the old Hammer back into full prowess consider it done.
  • rudiefix1rudiefix1 Member Posts: 420
    edited September 2012
    The idea of this build is to do lots of rapid cannon damage combined with DEM and glider. Because the use of 3 evasive conn doffs, the little cruiser is very fast and can catch up escaping fools. Turnrate is increased by the battlemode3000 and RCS console which justify the use of dual heavy cannons.


    Omega deflector+engine and MACO shield (or complete omega set)

    Weapons: Phasers/tetryons/polarons and for tac captains even disruptors and antiprotons (because of buffed tac buff and DEM)
    Front: 3x DHC, 1x single cannon
    Back: 4x turret

    4 Eng consoles: BM3000, borg, neutronium alloy, 1xRCS
    3 Sci consoles: and 3xfield generator
    3 Tac consoles: energy weapon boost of choice Abilities

    Tac LtCmdr: TT1, CFR1/APD1, CFR2
    Tac Ens: TT1
    Eng Cmdr: EptS1, DEM1, ET3/AtoS3, AB3
    Eng LT: EptW1, DEM1
    Sci Lt: PH1, TSS2

    Purple doffs: 2x damage control engineer, 3x evasive conn evasive.

    Alternatives:

    1: change engineering skills (more defence, heals,debuff):
    Eng Cmdr: ET1, ES1, AtoS2, AB3
    Eng LT: EptW1, EtpS1

    2: Change Tac Ens to any sub system targetting and replace the single canon for beam. You can equip 2 tac team conn doffs to upgrade your remaining TT to 2 copies, or add ET to one of the engineers and cycle between TT and ET.


    As you can see, I equiped the aceton beam to decrease pressure on the team by debuffing annoying escorts. Of course EWP3 or DEM3 are good alternatives when regarding damage output.


    Now Im writing this, Im wondering the following: How would a Vorcha/K'Tinga perform when decloaking from behind and using alpha strike, CFR, DEM combined with decreasing the defence/turnrate of the enemy by using the gravity anchor (3 Omega set bonus). Does anyone have experience with this?
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    rudiefix1 wrote: »
    Now Im writing this, Im wondering the following: How would a Vorcha/K?Tinga perform when decloaking from behind and using alpha strike, CFR, DEM combined with decreasing the defence/turnrate of the enemy by using the gravity anchor (3 Omega set bonus). Has anyone experience with this?

    oh sure, i experience that all the time lol. anything that holds is great for alphas, it kills your enemies defense score and makes them most vulnerable.

    with dem, the skill has no effect what so ever when used with over time tactical skills like CRF, its bugged basically. its use is pretty limited due to that, especially on ships that can slot 2 CRF, FAW, and CSV. see for yourself, no noticeable hull damage will be caused wile rapid fireing, but you will see some wile those skills are cooling down.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    Awesome. I figure with that, you're likely looking at in the neighborhood of +26 for total power levels with the best consoles. I have to ask, what are your shield point totals with no field gens?

    Forgot to post this update: I got an MKXI shield drop in stfs few days ago, so I use KHG shield and on recluse I get ~14.5k shields per facing without any shield cap console. I need to go craft 2 cap consoles since I didn't feel paying 1 mil for a blue one. I'll post back when I try 2 of them.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited September 2012
    Mirror Starcruiser. The Pug Build.

    Spec: Same as my mirrorstarcruiser.

    Weapons: 6 Polaron Beam Arrays, Acc, CrtHX2. 1 chroniton mine launcher, 1 cloaked tractor mine launcher.

    Deflector: Borg
    Engine: Omega
    Shield, Omega

    Consoles: Ablative, Tetraburnium, 2 SIF Generators
    2 Field Generators, Emitter Array
    1 Iso Charge, 1 Borg.

    Cmdr: EPTS1, EPTS2, Extend Shields 2, ASIF3
    Lt Cmdr: EPTA1, Extend Shields 1, Plas1
    Lt Sci: HE1, TSS2
    Ens HE1
    Lt, TT1 APD1.

    Power Levels -- Primary Attack /95 Weapons /25 shields /55 Engines /25 aux. Primary Healer /50 Weapons /50 shields 25 engines, /75 Aux.

    Doffs: 2 Tac Team Conn Officers, 2 Purple SDOs, 1 Warp Core ENgineer (Extend Shields resistance giver)

    This ship is a retardedly effective healer, it utilizes one of my oldest healer builds, though Plasma1 replaces the old ET3, to give more zone control in pvp. That and ET really is almost useless in pugs. You have to feed their non balancing shield sorry backsides TT, along with your extends in order to fully utilize your ASIF3s, and HE1s.
    With the extend shield doff (at present) you will ALWAYS have a bonus 20 percent shield damage resistance which keeps you near the shield resist cap at all times, which also allows your shields regen to actually you know, work. Should you some how need that last little bit of Resist, you can always slap down Rotate Shield Frequency.

    The glider gives your team a bonus shield strip. Also, you can always swap it out for another borg piece, and to put the Maco Shield on.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    well since i was able to tank 2 bug ships for more then 10 minutes yesterday with this, i think its worth posting this assault cruiser/ fleet heavy cruiser build. this build is good when there is no one around to heal you, but its up to you and you alone to keep damage dealers alive, ie puging.

    if you like the assault cruiser layout, and you like the look of the heavy cruiser, the fleet heavy cruiser is a great ship, it is the true +1 sovereign from a stat perspective. it has 1 better turn rate, a 3rd sci console, it has a 1.106 shield mod, and its extreamly small compared to the only fed cruiser thats more durable, the odyssey.

    damage control and BFI doffs here. 2 purple damage control and 3 BFI worked great for me.

    station setup

    TT1 x2, FAW2

    EPtS1, ET1, RSP1, ES1, EPtS3, ES2, AtS3

    HE1, TSS2

    full EPtS3 uptime is extreamly hard to shoot through, especially when you have TSS during the worst of their attacks. i don't even need TT most of the time, and can cast it on others. when your shields are getting near dead, go to 100 aux/50 shield preset and hit BFI for a full refill and basicly invincibility for at least 10 seconds.

    depending on what energy preset you are on, full weapon or full aux, make sure to have plenty of aux and weapons batteries so you can ether contribute heavy fire at a moments notice, or heavy shields. your shield energy will always be sky high, so an eng bat with evasive to close in on someone getting hammered as quickly as posible is what i use for slot 3. and the dividian phase armor for 4th slot.

    rarly will you even need RSP, it will take the time it takes BFI to cool down befor you need any sort of oh TRIBBLE button. when healing, you definitely want your aux peged at 100, your heals will be twice as strong s they would be if you had it set to 25 you can also keep ES on somene with 100% up time, or at least at no time not be using es on someone, and again those 2 TTs are best used on your bumbling team mates.


    for maximum defensive support, use this setup

    borg engine, deflector, maco shield
    borg, 2xSIF, 1 nutronium
    1 field projector, 2x shield emitter
    3x energy type consoles


    or for more offense (single cannons)

    omega engine, deflector, maco shield
    borg, 2x turn, 1 neutronim
    3x flow cap
    3x energy type consoles


    or for more offense (beam arrays with BO1&2)

    omega engine, deflector, maco shield
    borg, 1 eps, 2x neutronim
    3x flow cap
    3x energy type consoles

    with tet beams or single cannons, that much glider and proc damage over time does a number on enemy shields, you can give plenty of pressure damage when your not being shot at or your in full aux heal mode. even in this mode basically nothing should be able to spike you to death, and with that much shield damage you can deal a heavy hitter wont be able to weather your beam or CRF1 assault for long. well, as long as your a tac captain. any captain type can use this build effectivly in the suport roll

    last nights C&H match

    http://cloud-2.steampowered.com/ugc/577842532312483770/917FF953EBA63154FA3F14B048BD0CA6C28EAA65/

    anyway, it was me in the tac/heavy, a sci/wells, and an eng/star that was completely useless. against 2 bugs and a fleet defiant, couldn't have had faced more concentrated damage dealing if we tried.

    the first half of the match i was in a more damage dealing mode, then i went to full defense. about 2 million of that healing went to keeping the star cruiser alive, then i went full defensive and kept both bugs occupied for the duration of the map, getting us the cap win.

    if this doesn't prove that healing is literally twice as powerful as damage dealing i don't know what will. i had a LT and LTC stations i couldn't even use on myself or them the whole time too. 2 bugs, for between 10 and 15 minutes shooting me relentlessly, hiolding off on damage buffs for multiple and simultaneous full on alpha strikes, bugs with 5 tac consoles, 2 whole bugs, couldn't kill me, im a tac captain, and all that. an eng in this would truly be invincible, not counting various p2w and SNB.

    fleet heavy cruiser is a rock, basically odyssy like defense and 1/6th the size with 2 better turn. its a good ship, even turns well enough for single cannons when the mood strikes you.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited October 2012
    well since i was able to tank 2 bug ships for more then 10 minutes yesterday with this, i think its worth posting this assault cruiser/ fleet heavy cruiser build. this build is good when there is no one around to heal you, but its up to you and you alone to keep damage dealers alive, ie puging.

    if you like the assault cruiser layout, and you like the look of the heavy cruiser, the fleet heavy cruiser is a great ship, it is the true +1 sovereign from a stat perspective. it has 1 better turn rate, a 3rd sci console, it has a 1.106 shield mod, and its extreamly small compared to the only fed cruiser thats more durable, the odyssey.

    damage control and BFI doffs here. 2 purple damage control and 3 BFI worked great for me.

    station setup

    TT1 x2, FAW2

    EPtS1, ET1, RSP1, ES1, EPtS3, ES2, AtS3

    HE1, TSS2

    full EPtS3 uptime is extreamly hard to shoot through, especially when you have TSS during the worst of their attacks. i don't even need TT most of the time, and can cast it on others. when your shields are getting near dead, go to 100 aux/50 shield preset and hit BFI for a full refill and basicly invincibility for at least 10 seconds.

    depending on what energy preset you are on, full weapon or full aux, make sure to have plenty of aux and weapons batteries so you can ether contribute heavy fire at a moments notice, or heavy shields. your shield energy will always be sky high, so an eng bat with evasive to close in on someone getting hammered as quickly as posible is what i use for slot 3. and the dividian phase armor for 4th slot.

    rarly will you even need RSP, it will take the time it takes BFI to cool down befor you need any sort of oh TRIBBLE button. when healing, you definitely want your aux peged at 100, your heals will be twice as strong s they would be if you had it set to 25 you can also keep ES on somene with 100% up time, or at least at no time not be using es on someone, and again those 2 TTs are best used on your bumbling team mates.


    for maximum defensive support, use this setup

    borg engine, deflector, maco shield
    borg, 2xSIF, 1 nutronium
    1 field projector, 2x shield emitter
    3x energy type consoles


    or for more offense (single cannons)

    omega engine, deflector, maco shield
    borg, 2x turn, 1 neutronim
    3x flow cap
    3x energy type consoles


    or for more offense (beam arrays with BO1&2)

    omega engine, deflector, maco shield
    borg, 1 eps, 2x neutronim
    3x flow cap
    3x energy type consoles

    with tet beams or single cannons, that much glider and proc damage over time does a number on enemy shields, you can give plenty of pressure damage when your not being shot at or your in full aux heal mode. even in this mode basically nothing should be able to spike you to death, and with that much shield damage you can deal a heavy hitter wont be able to weather your beam or CRF1 assault for long. well, as long as your a tac captain. any captain type can use this build effectivly in the suport roll

    last nights C&H match

    http://cloud-2.steampowered.com/ugc/577842532312483770/917FF953EBA63154FA3F14B048BD0CA6C28EAA65/

    anyway, it was me in the tac/heavy, a sci/wells, and an eng/star that was completely useless. against 2 bugs and a fleet defiant, couldn't have had faced more concentrated damage dealing if we tried.

    the first half of the match i was in a more damage dealing mode, then i went to full defense. about 2 million of that healing went to keeping the star cruiser alive, then i went full defensive and kept both bugs occupied for the duration of the map, getting us the cap win.

    if this doesn't prove that healing is literally twice as powerful as damage dealing i don't know what will. i had a LT and LTC stations i couldn't even use on myself or them the whole time too. 2 bugs, for between 10 and 15 minutes shooting me relentlessly, hiolding off on damage buffs for multiple and simultaneous full on alpha strikes, bugs with 5 tac consoles, 2 whole bugs, couldn't kill me, im a tac captain, and all that. an eng in this would truly be invincible, not counting various p2w and SNB.

    fleet heavy cruiser is a rock, basically odyssy like defense and 1/6th the size with 2 better turn. its a good ship, even turns well enough for single cannons when the mood strikes you.

    One of the things that I see you confessing here is that bugs are not that op, lol. Nice write up btw, I'll probably use a cruiser soon on my fed tac.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    One of the things that I see you confessing here is that bugs are not that op, lol. Nice write up btw, I'll probably use a cruiser soon on my fed tac.

    im not saying that at all. only when i turned my defense to 11 and my offense completely off could i tank them. in offense mode my healing potential isn't even half of what it is in full defense mode, thats when all damage just becomes dust blowing in the wind, at least from 2 average attackers, those were not average attackers.

    in offense mode i could hold off any other single escort and beat it 1v1, thats still not possible vs a bug unless there are things like subnukes, which caused every kill on our side btw, or snares and a poor bug build that didn't have enough snare resistance.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited October 2012
    im not saying that at all. only when i turned my defense to 11 and my offense completely off could i tank them. in offense mode my healing potential isn't even half of what it is in full defense mode, thats when all damage just becomes dust blowing in the wind, at least from 2 average attackers, those were not average attackers.

    in offense mode i could hold off any other single escort and beat it 1v1, thats still not possible vs a bug unless there are things like subnukes, which caused every kill on our side btw, or snares and a poor bug build that didn't have enough snare resistance.

    Eh, was just trying to give you a hard time :P. you should see how fun is when you are in a recluse, lol, but that ship doesn't do too much damage, and having a tac in it doesn't have too much sense either. But I love flying it in Kerrat.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    Eh, was just trying to give you a hard time :P. you should see how fun is when you are in a recluse, lol, but that ship doesn't do too much damage, and having a tac in it doesn't have too much sense either. But I love flying it in Kerrat.

    I once fell asleep while healing team mates in my Recluse, and no one died during the period that I slept. :P
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited October 2012
    I once fell asleep while healing team mates in my Recluse, and no one died during the period that I slept. :P

    Lol, I know the feeling. It's boring unless you are outnumbered but with some help, like Kerrat is many times. Just by yourself against 10-ish average players is not fun either bc recluse is missing the punch required to make a kill. But still for 30 min of Kerrat I enjoy it. Btw, just got an mk12 shield drop, need to have some boffs trained and get this boring hulk set up properly as a healer.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • havamhavam Member Posts: 1,735 Arc User
    edited October 2012

    TT1 x2, FAW2

    EPtS1, ET1, RSP1, ES1, EPtS3, ES2, AtS3

    HE1, TSS2



    KK after we chated last night, here is my current build for Eng in Dkora. I m already set to use a respec token, so input is much appreciated. Especially on the skill points

    Skill points

    BO:

    HY1
    TT1 CRF1 CRF2
    EmpW1 ES1 EptS3 Aux2Sif3
    ET1 RSP1
    HE1 TSS2

    Wouldn't mind Switiching
    RSP1 for a second ES1
    HE1 might make way for PH because of TB spam environments

    DOFFS

    2x BFI (purple), 2x DMG Control (purple), 1x freestyle Borg Specialist for PvE; SNB, or....


    Weapons
    4x DHC
    3xTurret, 1x Tachyon Mine

    Equipment
    Omega Def
    Omega Engine
    Marco shield

    alt/

    3xAssim + maco shield

    Consoles
    RCS, Neutronium Alloy, Rule 62, Borg Universal
    Battle Module, FlowC ,Field Gen
    3x energy type



    KK i plan to stick with this cruiser, for some time. I haven't had much chance to field test it, and i can't jump on tribble right now. Any input is welcome .

    I m wondering about DHC vs Single vs DBB in front?
    The HYT goes with Missile swarm, or better spread? At some point i would like to play with the missiles from lobi store for PvE aka Starbase doffing, the CXP bonus is nice, but this doesn't have to go into arenas.

    So far glider seems to hold up quite well, thinking about switching out Borg universal, for maybe the Temporal one, or another RCS?

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    i wouldn't bother with any torps or missiles on it really, especially since its an engineer. the chances of you being able to blast down a shield faceing for torpedo delivery are small. on that, i would proboly have a good set of DHCs and single cannons, if your in support mode you wont be able to concentrate on keeping people alive and lining up DHC shots.

    with an 8 base turn, that even in battle mode that RCS consoles will still base their boost on, using DHCs effectively will be a chore. when ever you want to deal damage, a tractor beam and or EWP is recommended. at those times you could slot plasma 3 and AtS1 in place of ES. but being an eng, you will always be better off supporting then kirking.

    i would use this skill set with this, if it were a tac i would max out attack paterns too

    http://www.stoacademy.com/tools/skillplanner/index.php?build=dkoratom_0

    i find no value in subsystem repair, no value in sensors, huge value in insulators at least against glider damage, and a small amount of value in dampeners for chrono defense.

    things i would always max are turn, accuracy, speed, evasion and electro plasma system to maximize EPtX.

    have to max hull repair and shield emitters, they buff your shield and hull heals, long duration batters are nice, and a little bit of drive coil i just like having.

    when not kirking, shield emitter consoles and sif consoles with high arc weapons are recommended over flow cap, shield cap, and turn consoles.
  • havamhavam Member Posts: 1,735 Arc User
    edited October 2012
    i wouldn't bother with any torps or missiles on it really, especially since its an engineer. the chances of you being able to blast down a shield faceing for torpedo delivery are small. on that, i would proboly have a good set of DHCs and single cannons, if your in support mode you wont be able to concentrate on keeping people alive and lining up DHC shots.

    with an 8 base turn, that even in battle mode that RCS consoles will still base their boost on, using DHCs effectively will be a chore. when ever you want to deal damage, a tractor beam and or EWP is recommended. at those times you could slot plasma 3 and AtS1 in place of ES. but being an eng, you will always be better off supporting then kirking.

    i would use this skill set with this, if it were a tac i would max out attack paterns too

    http://www.stoacademy.com/tools/skillplanner/index.php?build=dkoratom_0

    i find no value in subsystem repair, no value in sensors, huge value in insulators at least against glider damage, and a small amount of value in dampeners for chrono defense.

    things i would always max are turn, accuracy, speed, evasion and electro plasma system to maximize EPtX.

    have to max hull repair and shield emitters, they buff your shield and hull heals, long duration batters are nice, and a little bit of drive coil i just like having.

    when not kirking, shield emitter consoles and sif consoles with high arc weapons are recommended over flow cap, shield cap, and turn consoles.
    Yup DHC aren't working on this, I like 4xSingle Cannons up front for the moment. Will do some beam testing soon and see how i like full beam boat, vs 4xDBB + 4x turrets.

    I like sensor skill because of the Scramble AMS resists. RCS console is indeed up for switch, will have to try out some more.

    Sub-sytems....i thought they fixed it, currently have 0 in it....what was i thinking

    So far the D'kora is actually fun, although it is very different from what i m used to, i like it.

    The healing numbers are great despite EPtS3 (still feel bad about that one), and without assim set.

    thx for the input
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    havam wrote: »
    Yup DHC aren't working on this, I like 4xSingle Cannons up front for the moment. Will do some beam testing soon and see how i like full beam boat, vs 4xDBB + 4x turrets.

    I like sensor skill because of the Scramble AMS resists. RCS console is indeed up for switch, will have to try out some more.

    Sub-sytems....i thought they fixed it, currently have 0 in it....what was i thinking

    So far the D'kora is actually fun, although it is very different from what i m used to, i like it.

    The healing numbers are great despite EPtS3 (still feel bad about that one), and without assim set.

    thx for the input

    with subsystem repair, your % alive crew is now a modifier. crew all dead? well multiply your 99 skill by 0 and thats what the subsystem repair skill gives you. or at least it seems about that bad.

    and if your puging, don't feel to bad about EPtS3, need to keep yourself alive too. thats a kirk ship anyway, not ideal for the healer role. and i would never suggest EPtS3 without also tech doffs or damage control doffs making it so you only need 1 copy. this certainly isn't a build to take into a premade ether, its for puging and pugmades
  • havamhavam Member Posts: 1,735 Arc User
    edited October 2012
    with subsystem repair, your % alive crew is now a modifier. crew all dead? well multiply your 99 skill by 0 and thats what the subsystem repair skill gives you. or at least it seems about that bad.

    and if your puging, don't feel to bad about EPtS3, need to keep yourself alive too. thats a kirk ship anyway, not ideal for the healer role. and i would never suggest EPtS3 without also tech doffs or damage control doffs making it so you only need 1 copy. this certainly isn't a build to take into a premade ether, its for puging and pugmades

    well thats just the problem, with the recluse there is just about half/ a spot for one eng on a premade, certainly not for a second, so all eng toons are kind of bound to kirking it

    all hail tac cruisers, DPS sci, and all that good stuff, so far D'kora made my fly me eng again, which is fun.... i even forgot to spend BO skill points, and was still doing fairly well
  • baelogventurebaelogventure Member Posts: 1,002 Arc User
    edited October 2012
    I'd like to post my version of the Fleet Vor'cha/Tor'Kaht.

    Note: This build has no bearing on PvP, as I do not PvP and never intend to, as I find it a large waste of time personally. Also, not for the faint of heart, or the sane, but it will crank out a ton of damage in PvE Land.

    Captain: Tactical.

    Subsystem Power: 85/65/25/25, which translates into 114/81/64/56 for me, which suits me fine.

    DOff: I prefer using 2 Shield Distribution, 2 Evasive Conn, and the Battery DOff. Extra shield heal, extra go-faster, and the Battery DOff makes those batteries pretty nice. Although I imagine someone will find better DOffs to go with this build.

    Weapons: 3 DHC, 1 Quantum, 4 Turrets. Currently they're all Borg and Disruptor, you can use whatever you like really.

    Shield: KHG Mk XII
    Deflector: KHG Mk XII
    Engine: Borg.

    Consoles: 4x Neutronium (You're going to need a LOT of base resist), Borg and Point Defense (You could easily swap out Point Defense for your favorite universal console. Subspace Jump, Isometric Charge, etc) in Science, 4x Energy Weapon consoles.

    BOff Powers:

    Cmd Engineer: EPtS1, RSP1, X2Damp2, X2SIF3

    Ensign Engineer: EPtW1

    Lt. Tactical: TT1, CSV/CRF1 (Depending on weather you prefer AOE vs Single Target)

    LtC. Tactical: TT1, CSV/CRF1, HY3/TS3 (Again, AOE vs Single.)

    Lt. Universal: HY1/TS1, APB1.

    I know, you're looking at me like I'm insane right now.

    "Another Tac in the Universal slot? Has he gone absolutely MAD?! No Hazard Emitters?!"

    A simple trade-off for moar damage and it's rather flexible in it's DOff and weapon load out. It has what it needs to keep you alive for a bit, since the Tor'Kaht is such a beast by itself, you should be able to eat any DOTs you pick up in PvE land while dropping the hammer on anything you point your nose at.

    I'm currently sitting at just over 12k shield per facing and around 53,500 hull.

    So, that's my build, in which I'm favoring a more daring, suicidal approach at dealing the massive damage that this monster can crank out...but really, you can build your Tor'Kaht however you wish, just consider putting another Tac into the Universal slot sometimes.

    Edit: Whoops, this is the PvP section. Man I'm such a noob. :P
  • cliftona91cliftona91 Member Posts: 254
    edited October 2012
    Not only am I bumping this up for others to see, but I am giving my thanks to Ghosty, aka Mavairo in the old forums, for taking his time to help other turn their fail cruisers into ships worthy of the PVP arenas.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    I'd like to post my version of the Fleet Vor'cha/Tor'Kaht.

    Note: This build has no bearing on PvP, as I do not PvP and never intend to, as I find it a large waste of time personally. Also, not for the faint of heart, or the sane, but it will crank out a ton of damage in PvE Land.

    Captain: Tactical.

    Subsystem Power: 85/65/25/25, which translates into 114/81/64/56 for me, which suits me fine.

    DOff: I prefer using 2 Shield Distribution, 2 Evasive Conn, and the Battery DOff. Extra shield heal, extra go-faster, and the Battery DOff makes those batteries pretty nice. Although I imagine someone will find better DOffs to go with this build.

    Weapons: 3 DHC, 1 Quantum, 4 Turrets. Currently they're all Borg and Disruptor, you can use whatever you like really.

    Shield: KHG Mk XII
    Deflector: KHG Mk XII
    Engine: Borg.

    Consoles: 4x Neutronium (You're going to need a LOT of base resist), Borg and Point Defense (You could easily swap out Point Defense for your favorite universal console. Subspace Jump, Isometric Charge, etc) in Science, 4x Energy Weapon consoles.

    BOff Powers:

    Cmd Engineer: EPtS1, RSP1, X2Damp2, X2SIF3

    Ensign Engineer: EPtW1

    Lt. Tactical: TT1, CSV/CRF1 (Depending on weather you prefer AOE vs Single Target)

    LtC. Tactical: TT1, CSV/CRF1, HY3/TS3 (Again, AOE vs Single.)

    Lt. Universal: HY1/TS1, APB1.

    I know, you're looking at me like I'm insane right now.

    "Another Tac in the Universal slot? Has he gone absolutely MAD?! No Hazard Emitters?!"

    A simple trade-off for moar damage and it's rather flexible in it's DOff and weapon load out. It has what it needs to keep you alive for a bit, since the Tor'Kaht is such a beast by itself, you should be able to eat any DOTs you pick up in PvE land while dropping the hammer on anything you point your nose at.

    I'm currently sitting at just over 12k shield per facing and around 53,500 hull.

    So, that's my build, in which I'm favoring a more daring, suicidal approach at dealing the massive damage that this monster can crank out...but really, you can build your Tor'Kaht however you wish, just consider putting another Tac into the Universal slot sometimes.

    Edit: Whoops, this is the PvP section. Man I'm such a noob. :P

    There's alot of work required on this so I'm not going to do my current trend of replacing the fixed items in the old quote. So I'm going to rewrite out what I would do, below it so I can explain the why behind why I pick what I do, more easily.

    You need More Guns. 90 with a Plas Leech is as low as you should ever go in a Tac Vorcha. You'll be Over capped. which is a Good Thing.

    Consoles: 1 Neutronium is as far as you should go, with a Leech in the second if you want better hull resist. With a Vorcha you need 2 RCS consoles (or 1 RCS, and the new lobi store RCS)
    Sci: You still Need a Field Generator. The second should be Borg.
    Tac: 4 Energy Consoles. Period.

    Cmdr : EPTS1 is fine. Aux ID1. Aux ID 2 is just as good as 1 is. It doesn't provide more turn rate, nor is the resistance substantially higher. EPTS3 will substantially boost your durability compared to aux ID2. , and finally either ASIF3, or Eject Warp Plasma3. I prefer the latter on a damage dealing ship since it most easily mitigates enemy Defense Scores, as well as in pve, snares ships which saves freighters in the starbase missions, protects the kang and so many other utilitarian purpose sin addition to providing a damage over time.

    Ens Eng. EPTA1, boosts the turn rate gain, as well as the kinetic damage resistance of Aux ID. It also boosts the heal of ASIF should you run ASIF 3

    Lt Universal : This should always be either a Sci slot or an engineer station. Never a tac. And I do mean never, you sacrifice way too much in durability to do this. For Sci, I recommend either Polarize hull and transfer shield strength 2 (both of which are boosted by aux power getting higher) or Hazard 1 and TSS2.

    Engineer: I would put EPTE1, and RSP1 in as the alternate choice.

    LTC Tac. Should be CRF2. Period, HY3 is a complete waste out put potential, it's effective output is not much better than HY2s is, and you have completely sacrificed to bring down Hardened Targets Shields, which means you'll be hitting nekkid hull far too infrequently to make use of HY3. (HY3 is again, not cost effective either for the boff slot it consumes. Hy2 is King of HYs. Hands Down) Below that, since you're in PvE you could run HY2 and TT.

    LT Tac: TT, and since it's a PvE environment you can run safely, HY2 or Torp Spread 2. Both of which are every bit as potent as a HY3, without sacrificing All Too Critical Energy Damage in the process.
  • corsair114corsair114 Member Posts: 276
    edited October 2012
    Heya Ghosty, I was wonderin' if you [OR ANY OF THE OTHER FINE CONTRIBUTORS TO THIS THREAD] could help me with the Regent? I've got a decent STF setup for it, but need a hand hammering out something that isn't gonna leave me high and dry in PvP. Tac/cruiser, and if I'm honest, totally flummoxed. :(
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    it should be noted that all the information in this thread is now outdated, due to the worst balance change ever regarding EPtS. none of these builds work anymore. due to mav's, and everyone else's disgust, don't count on a version 4 on of this thread.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    corsair114 wrote: »
    Heya Ghosty, I was wonderin' if you [OR ANY OF THE OTHER FINE CONTRIBUTORS TO THIS THREAD] could help me with the Regent? I've got a decent STF setup for it, but need a hand hammering out something that isn't gonna leave me high and dry in PvP. Tac/cruiser, and if I'm honest, totally flummoxed. :(

    I'm afraid thanks to Cryptic's newest and greatest Epic Fail I am suspending this thread. Until either A: every single dev is shot in the face and then tea bagged, B: They come to their senses and realize what a tragic mistake they've made (lol yeah right)

    I want to say, I love this community, I truly do. My suspension of this thread and of my sci thread has nothing to do with anything any of you have said or done. I simply can't abide by, nor play this game anymore until the devs get their priorities straight, and or Competent employees are hired.

    http://www.youtube.com/watch?v=nQB4nAjZIdE When This describes the Design Team. It's impossible to feel positive motivation to continue this thread.

    I will not edit my posts from here on to keep things current, as Cryptic has just put the Death Nail to pvp with the changes to Hazard/Polarize hull and Extend Shields. And the complete failure of cryptic to actually address just Why science ships are hurt right now in pvp. (the shared CD wasn't it)
  • havamhavam Member Posts: 1,735 Arc User
    edited October 2012
    havam wrote: »


    all hail tacs

    thank god i haven't wasted a respec on my latest D'kora build, TRIBBLE you systems.....
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