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The Cruiser Thread 3.0

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  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    Updated the Deadly Broadside Excelsior to a modern STO environment. Enjoy the crank monster.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    Nah it was the tractor and GW from our friendly mvam :D

    oh thats right, he was using GW. spam can choose to be incinerated over the course of several seconds, or be crushed into something the size of an atom. truly, spam gets what it deserves.
    Updated the Deadly Broadside Excelsior to a modern STO environment. Enjoy the crank monster.

    hmm, most of mine could use a touch up, basically 2 AtB on everything lol
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2012
    Which somewhat begs the question - do you touch up now or do you wait until near S7 after some Tribble/Redshirt testing? I feel like I'm in limbo...
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    I'm going to be doing touchups along the way either way. Some of the older builds need a freshen up. (like the Deadly Broadside for example)

    Coming Attraction: Video of the deadly broadside Excelsior in FvK against a full carrier team. (yes they have maxed out power drain cheese)
    Victory for the feds.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    my complete post buff AtB findings

    to get good mileage you need 3 purple tech. 3 blue are easy to get, and are better then nothing wile you slowly add more purple. with only 1 AtB, anything less then 3 purples will leave gaps in your EPtS up time though. you can get 1 purple from b'tran doffing, and 1 from the tier 4 engineering doff store on fed side.

    1 AtB is good, it lowers the cool down of every running cooldown. kills your aux for 10 seconds though. AtB used to be on the same cooldowns with the EPtX skills, now its on the AtS and AtD cooldowns. so you can now run 2 EPtX skills without interference from AtB itself, and have full up time with them.

    theres another thing thing you can comfortably do now, run 2 AtBs, it makes you a very bad person though, but i got over it. you can actually just use 2 purple tech doffs with 2 AtB, you will get the same effect as you would get from using 3 with 1 copy of AtB. at least this is the conclusion i reached when staring at all my abilities cycling for 10 minutes trying to figure out definitively whats going on. at the very least, the EPtX skills do fine with 2 tech doffs and 2 AtB.

    but, if you use 3tech doffs with 2 AtB, every single one of your abilities will basically be lowered down to global befor you have a chance to use them again. there might even be some bugs with some abilities that get them below global. i can use EWP again before the 1st cloud dissipates, not sure you can do this with even 2 copies of the power. 2 AtB cycle every 10 seconds with 3 tech doffs, so its energy buff is basically always on, though the result of the energy buff will vary greatly, the Aux doesn't instantly recharge.

    i use a copy of EPtA with 2 AtB, because AtB does not seem to take the aux granted by EPtA. so you basically always have some aux, not always very much, but some. enough for abilities like HE, TB, and your fricking cloaking device to work at all. also, carry aux batts, an aux bat +HE2=1000+ healing a tic. also its like you have 2 copies of HE remember, so even using it with TRIBBLE aux will give you good overall healing.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    *edited, for more exacting fed cruiser dps builds. ive flown all of them these past few days, save for regent and galor that i do not poses, and they are awesome.

    tac excelsior build for max fed cruiser dps. yes you can make a fed dps cruiser, i know all of you want to, so you might as well use a build that will actually work for your kirking aspirations. you can even make a galaxy R work, and i'll tell you how.

    for the excelsior you want a DBB, preferably critDx3, 3 single cannons, 3 turrets and 1 beam array.

    DOFFs= 3 purple tech, 2 purple BFI

    TT1, CRF1, BO3
    EPtS1, AtB1, EWP3, RSP3
    EPtA1, AtB1
    ET1
    TB1, HE2

    station power acronyms long form cheat sheet- http://sto-forum.perfectworld.com/showpost.php?p=6229311&postcount=170

    deflector= omega
    engine = omega
    shield = maco

    eng consoles- 2 nutronium, 1 EPS, borg

    sci consoles- 2 flow cap

    tac consoles- 3 weapon energy type


    this is as close to a simulated escort as is possible among federation cruisers. the only purpose of the beams is to deliver BO3, im more convinced then ever that no acc mods on a weapon effect BO accuracy, especially BO3, theres no reason not to rely on holds to rob defense score and try to get the biggest crits possible. i recommend making the cannons as ACC heavy as possible though for high always on pressure damage. consider swapping to a boff with CSV when ever you face carriers, shooting at a carrier with scatter volley turns off their spam, just kills it dead. you alone with CSV, just happening to murder spam now and then, can make the difference in a match.

    single cannons have a great fireing arc, and can do hard to ignore cumulative damage if you don't get out of their firing arc, which is hard to do. they are for softening your target up for BO3 hit after BO3 hit, thanks to AtB you will be cycling CRF and BO3 every 15 seconds. when fighting escorts, use your firing arcs to your advantage, unless they are stuck in plasma or a tractor you want to be directly above or below them.

    yes, i listed RSP3. AtS is a no go, AtB completely crowds it out. since you want max glider damage, what turrets and singles are best at, you have no particle gen consoles, so the damage EWP deals is not the primary concern. you are trying to spike people to death with BO3, every drop of pressure is not as important. since all you have for hull heals is HE2 and ET1, you want 15 seconds of invincibility to get those used and cooling down with the help of the tech doffs. in the many matches ive played, RSP3 has been a life saver many times. and thanks to A2B and tech doffs, i can use it all the time, and between that the BFI doffs. this is just an amazing ship in practice.


    skill point distribution

    http://www.stoacademy.com/tools/skillplanner/index.php?build=dontdrunkimshoot_0


    if you have a galor, instead of ET1 use TSS1. another shield heal will be nice, but just having HE2 as a hull heal, even if you can use it twice as often, is pushing your luck. unless you use the borg set, but then you miss out on all the glider damage, a big part of your ability to kill effectively. BO3 works much better if your target cant keep his shields intact.


    regent? this ship is even less maneuverable then an excelsior, to the point that the single cannons will even have trouble keeping someone in arc, let alone the DBB. and what are you gonna use the extra ens station for? there is literally no use for it thanks to the tech doffs. you may be inclined to use that high arc torp that comes with it, and use a torp skill in that ensign slot. for the regent i would propose these 2 possible builds

    1 beam array or 1 DBB, 1 high arc quantum, 2 single cannon, 3 turrets, 1 beam array

    TT1, CRF11, BO3
    THY1
    EPtS1, AtB1, EWP3, RSP3
    EPtA1, AtB1
    TB1, HE2

    this could potentially spike hard if you get lucky with a torp impact, good luck with that on such a slow ship though. or this, without the torp

    1 beam array or 1 DBB, 3 single cannons, 3 turrets, 1 beam array

    TT1, CRF1, APO1
    BO1
    EPtS1, AtB1, EWP3, RSP3
    EPtA1, AtB1
    TB1, HE2

    you will lose most of your spike, but have significantly more maneuverability, and using EWP will be MUCH easier. will still deal a large amount of damage. could even swap to a front beam array over the DBB, it will look better looking and you will always be able to fire it when you want to.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    tac vorcha R/ mirror vorcha/ fleet ktinga build for max KDF cruiser dps and control

    are these ships in the fleet vorcha's shadow? maybe, but these ships can do terrible things to enemys, specializing in single target elimination. if it weren't for the fleet ktinga's better turn and extra console, id say the mirror vorcha is best here.

    3 DHC, 1 DBB and 4 turrets for vorcha R and fleet ktinga, 4 DHC and 4 turrets for mirror vorcha.

    DOFFs= 3 purple tech, 2 purple BFI

    TT1, CRF1
    [BO1] or [TSS1] for mirror vorcha
    EPtS1, AtB1, RSP2, EWP3
    EPtA1, AtB1, ET3
    TB1, HE2

    station power acronyms long form cheat sheet- http://sto-forum.perfectworld.com/showpost.php?p=6229311&postcount=170


    deflector= omega/borg
    engine = omega/borg
    shield = omega/KHG/fleet resistant

    omega is offense, borg is defense. the 2 piece hull heal will still be awesome, even after season 7

    vorcha R consoles

    eng consoles- nutronium, eps, 2 turn

    sci consoles- 1 borg, 1 flow cap or 1 field gen

    tac consoles- 3 weapon energy type


    fleet ktinga

    eng consoles- nutronium, eps, turn, borg

    sci consoles- 3 flow cap or 3 field gen, or 3 partial gen

    tac consoles- 3 weapon energy type


    mirror vorcha consoles

    eng consoles- nutronium, 2 turn, borg

    sci consoles- 2 flow cap or 2 field gen, or 2 partial gen

    tac consoles- 3 weapon energy type


    this ship is for single target elimination and dueling. single someone out and chain hold them with your plasma and tractor beam, apply damage until killed. singling someone out an buring them in plasma makes a good target for your team to focus on as well. weapons with acc mods are not needed, when your dealing your main damage, you target has no evasion.

    the fleet ktinga with 3 particle consoles will deal between 600 and 1200 damage a tic from EWP3. its not just a hold at that point, its a significant chunk of your damage dealing

    skill point distribution

    http://www.stoacademy.com/tools/skillplanner/index.php?build=dontdrunkimshoot_0
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    tac fleet vorcha, the fattest escort

    this is not a cruiser, it just has high end cruiser station powers and a cruiser turn rate. AtB, its not that good of a fit here in my opinion, but it has such a wide variety of abilities that you don't need it quite as much. the purpose of this build is to bring something that can stand in for an escort in turms of damage dealing, and not need any outside suport, at least not even close to the support an actual escort would need

    4 DHC, 4 turrets

    DOFFs= 2 purple damage control, 3 purple BFI

    TT1, CRF1, APO1
    TT1, CRF1
    ET1, RSP1, EPtS3, AtS3
    EPtW1
    HE1, TBR1

    station power acronyms long form cheat sheet- http://sto-forum.perfectworld.com/showpost.php?p=6229311&postcount=170


    deflector= omega/borg
    engine = omega/borg
    shield = omega/KHG/fleet resistant

    omega is offense, borg is defense. the 2 piece hull heal will still be awesome, even after season 7

    eng consoles- nutronium, 3 turn

    sci consoles- 1 borg, 1 flow cap or 1 field gen

    tac consoles- 3 weapon energy type


    any turn deficiency can be made up with careful use of APO and TBR. when you get a target in your forward arc, fly strait at them and use TBR, it holds them in place wile you push them away from everyone else, wile you pound the TRIBBLE out of them. they have to sit through your entire alpha strike and theres little they can do about it.

    with the damage control doffs granting you always on EPtS3, and having BFI and RSP to fall back on, you basically cant die, if you do you better have a good excuse. ET1 sucks, but what can you do. it and HE1 and AtS3 should be more then enough to also keep your hull healthy.

    with this build you should be able to very nearly tank like a healer, and very nearly damage like an escort. flying it with its turn rate disadvantage is a skill you will want to acquire fast.

    skill point distribution

    http://www.stoacademy.com/tools/skillplanner/index.php?build=dontdrunkimshoot_0
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    pug healer, kdf or fed, any captain type will do. i even use my tac for this and am successful

    for this, i like the fleet heavy cruiser the most. its basically a +2 assault cruiser, turns better, is super tiny, extra sci console, and thanks to being a tier 3 fleet ship, its got mad shields. this should work for most cruisers with little modification. vorchas are great at this too

    8 beam arrays

    DOFFs= 2 purple damage control, 3 purple BFI

    TT1, APD1
    [TT1] or [TSS1 or HE1] depending on the ens type
    EPtS1, RSP1, ES2, AtS3
    [EPtW1] or [EPtA1], ET2, ES2
    [HE1, TSS2] or [TSS1, HE2] depending on the ens type

    station power acronyms long form cheat sheet- http://sto-forum.perfectworld.com/showpost.php?p=6229311&postcount=170


    deflector= borg
    engine = borg
    shield = maco/fleet resistant


    eng consoles- nutronium, 3 sif

    sci consoles- as many emitter array as you slot, maybe 1 field gen

    tac consoles- as many weapon energy type as you can slot, or even P2W consoles

    your about to not need the borg console for a healer at all after season 7


    you can swap between EPtW and EPtA, your 8 beam arrays can deal significant pressure damage to whoever your shooting out without any abilities effecting them when you over cap your weapons energy. if your always in high aux heal mods though, EPtA can keep the maxed for the most potent of aux based heals. 2 ES have 100% up time too, they can be your most important abilities. eventually as a healer you will get targeted, so i still think bringing RSP is a good idea, especially if your not an eng. and eng could drop an ES down to version 1, and slot EWP1 in there for some control as well

    skill point distribution

    http://www.stoacademy.com/tools/skillplanner/index.php?build=dontdrunkimshoothealer_0
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    I'll look over them later :) I think you're going abit aux to batt crazy though myself.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    I'll look over them later :) I think you're going abit aux to batt crazy though myself.

    i didn't put them on the healer, thats kind of shooting yourself in the foot. the fleet vorcha isnt a good fit ether, only the exclecior/etc.. and the vorcha/ etc.. kirking cruiser builds have it. the only other place i think AtB excels are on a nebula, a bop and the vet ships
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    http://www.youtube.com/watch?v=pe3zMCbGX-w&feature=youtu.be

    TaXcelsior Video. Putting this in my Excelsiors 101 post.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited October 2012
    I've thrown together a video showing ghostyandfrosty's Mirror Starcruiser build as well as dontdrunkimshoot's Fedside Vet ship build:

    http://www.youtube.com/watch?v=waJT0h30JU0

    Both make heavy use of EWP for intense map control. The parts I managed to capture don't always show what was going on but I still recommend watching for anyone interested in PvP.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • cliftona91cliftona91 Member Posts: 254
    edited October 2012
    Shimmer, I thank you for this knowledge, now I shall practice these techniques in my K'tinga :D and my Sci Bop

    On another note, my name was on the video!!!! In the chat!!!

    And another note, Warp Plasma saved my TRIBBLE going 1v1 against a Karfi with Siphons
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    I've thrown together a video showing ghostyandfrosty's Mirror Starcruiser build as well as dontdrunkimshoot's Fedside Vet ship build:

    http://www.youtube.com/watch?v=waJT0h30JU0

    Both make heavy use of EWP for intense map control. The parts I managed to capture don't always show what was going on but I still recommend watching for anyone interested in PvP.

    oh you were recording? cool! those were some crazy fights, with like the most plasma ever. what we were able to do without a single sci ship or sci captain is pretty amazing with the quality of the enemy healers. in a ship that can turn well, EWP is just about the best stock ability there is. been preaching this for months, ever since i put a tac captain in a vorcha R.

    i forgot all about my vet ship builds, didn't officially post them yet. got 2 good ones that i like currently. they are sorta part cruiser, so maybe tomorrow.
    cliftona91 wrote: »
    Shimmer, I thank you for this knowledge, now I shall practice these techniques in my K'tinga :D and my Sci Bop

    On another note, my name was on the video!!!! In the chat!!!

    And another note, Warp Plasma saved my TRIBBLE going 1v1 against a Karfi with Siphons

    on page 16 is my ktinga build for doing exactly what i was doing in this video with the vet ship. it can do the damage and plasma laying nearly as well, and is more durable. still my favorite ships, right below the vet ship.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    I am adding Shimmers vid to my mirrorstar post.

    Also Drunk I'm about to look over your builds. I could have sworn you had new posts in this thread that you could edit though huh. Ah well. I'll get ya squared away. Do you want these to replace your old ones entirely?


    EDITOR'S NOTE
    I have updated the Table of contents to include Drunks newest and best. I left his old ones in, for the poor people that can't yet afford the tech doffs :)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    I am adding Shimmers vid to my mirrorstar post.

    Also Drunk I'm about to look over your builds. I could have sworn you had new posts in this thread that you could edit though huh. Ah well. I'll get ya squared away. Do you want these to replace your old ones entirely?


    EDITOR'S NOTE
    I have updated the Table of contents to include Drunks newest and best. I left his old ones in, for the poor people that can't yet afford the tech doffs :)

    lets see, the excelsior and AC style vorcha are the most new, the old version had damage control or nether. you could label those 2 new ones as tech doff builds. the pug healer, i might have posted similar before, i don't recall. if i did go ahead and replacjust reference the new one. the fleet vorcha build is basically the same as my old one, the old one can be discarded.

    *edit- well that basically looks like what you did, so thats fine. you could add that post about my AtB findings in a Doff Skill Theory section or something though. we should make mors posts about that, doffs are your most importent gear.
  • rudiefix1rudiefix1 Member Posts: 420
    edited October 2012
    This is also a (one of the few suited) ship to use the Aux to Battery setup.

    Because the D'kora has several boff slots on each department, this build is a little best from all. It has some decent heals, it has cc/pet kill, it does high DPS, but most importantly, spike dps.
    It uses cannons, beam bank and torpedo. Although this is not common build these days, it works wonderfully well for the AtoB builds (I use the same weapon setup also on the veteran escort).

    For engineers I prefer omega set, for tac and sci's borg with maco shield.

    Front: 2x DHC, 1xDBB, 1x Quantum torp (fleet quant with acc modifier does massive spike dmg)

    Back: 4x turret

    LtCmdr tac: HY1, ApD1, CFR2
    EnsTac: BO1
    Cmdr Eng: EptA1, AtoB1, EptS3, EWP3
    Lt Eng: ET1, AtoB1
    Lt Sci: HE1, TSS2

    Purple doffs: 3x technician, 2x torpedo

    Eng consoles: Battlemode, borg, 2x neutronium alloys
    Sci consoles: Field gens or emitters
    Tac consoles: Energy weapons of choice


    If you want to focus more on hull healing, you can swap ET with EptS, having every 15sec a big heal. For more assists, EWP can be replaced with ES3. However, EWP is also a kind of "heal" as it reduces/interfere the enemy capacity to effectively kill.

    The principle about the cooldown reductions has already been explained by drunk. It makes the HY1, BO1 and CFR combo really strong... every 15 sec that is.

    edit: Im not sure, but I have the suspicion that the cooldown of the emp burst and missiles is also reduced

    edit2: I tested the emp burst and I can confirm that the cooldown is reduced. It looks that there is no minimal cooldown. And because it has normally a long cooldown period of 2 minutes, it will be reduced with 30% several times with each AtoB activation, resulting in roughly 30 sec cooldown period. So approach your victim, eject your plasma while catching him up, and when you are in front, EMP the poor lad. And this everytime when you can use EWP.

    However, Missiles, AMS and other console powers are not reduced
    [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 October 2012
    i received some useful feedback on my builds from someone who looked at them, they had no idea what any of the acronyms mean. so here they all are long form, i will link this post to all my builds for a quick reference to what means what. anyone else feel free to do the same.

    engineering

    AF
    Aceton Field

    AtB
    Auxiliary to Battery

    AtD
    Auxiliary to Dampeners

    AtS
    Auxiliary to Structural

    BP
    Boarding Party

    DEM
    Directed Energy Modulation

    EWP
    Eject Warp Plasma

    EPtA
    Emergency Power to Auxiliary

    EPtE
    Emergency Power to Engines

    EPtS
    Emergency Power to Shields

    EPtS
    Emergency Power to Weapons

    ET
    Engineering Team

    ES
    Extend Shields

    RSP
    Reverse Shield Polarity


    Science

    CPB
    Charged Particle Burst

    SE
    Energy Siphon

    FBP
    Feedback Pulse

    GV
    Gravity Well

    HE
    Hazard Emitters

    JTS
    Jam Targeting Sensors

    MES
    Mask Energy Signature

    PO
    Photonic Officer

    PSW
    Photonic Shock Wave

    PH
    Polarize Hull

    ST
    Science Team

    SS
    Scramble Sensors

    TachBeam
    Tachyon Beam

    TB
    Tractor Beam

    TBR
    Tractor Beam Repulsor

    TSS
    Transfer Shield Strength

    TR
    Tyken's Rift

    VM
    Viral Matrix


    Tactical

    APB
    Attack Pattern Beta

    APD
    Attack Pattern Delta

    APO
    Attack Pattern Omega

    FAW
    Beam Array: Fire at Will

    BO
    Beam Array: Overload

    CRF
    Cannon: Rapid Fire

    CSV
    Cannon: Scatter Volley

    DPA
    Dispersal Pattern: Alpha

    DPB
    Dispersal Pattern: Beta

    TT
    Tactical Team

    TS:A
    Target Subsystems: Auxiliary

    TS:E
    Target Subsystems: Engines

    TS:S
    Target Subsystems: Shields

    TS:W
    Target Subsystems: Weapons

    THY
    Torpedo: High Yield

    TS
    Torpedo: Spread
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    excelcior/galor/regent build modified after more testing http://sto-forum.perfectworld.com/showpost.php?p=6187211&postcount=157

    now, for the polished TRIBBLE, the kirk-tastic galaxy R build sorry mav but i got to post it, it does sort of work too well not too, and the lulz factor that it does is very high. this is also a great build for the negvar. also star cruiser and mirror star cruiser too, use the ENS for TSS1.

    4 single cannons, 4 turrets

    DOFFs= 3 purple tech, 2 purple BFI

    TT1, CRF1/CSV1
    EPtS1, AtB1, EWP1, DEM3
    EPtA1, AtB1, RSP2
    ET1
    TB1, HE2

    station power acronyms long form cheat sheet- http://sto-forum.perfectworld.com/sh...&postcount=170

    deflector= omega
    engine = omega
    shield = maco

    eng consoles- 1 nutronium, 2 turn, borg

    sci consoles- 3 flow cap

    tac consoles- 2 weapon energy type


    this ship has 1 usable tac station other then the one used for TT, that means your limited to all beams or all cannons, but thats not a bad thing at all. remember, thanks to AtB you will have uptime as if you had 2 copies of it. you are also limited to 2 tactical consoles, so you have to be creative when you deal damage.

    this ship is a pig, but it somehow is able to use single cannons as long as you dont get in to close. you need to rely on your maneuverable escort attacker to get in point blank range and try to get his easy kill. thats what EWP is for. fully tac buffed, with 3 flow cap consoles, CRF glider and DEM all together will actually do surprising damage. DEM and glider don't care if you only have 2 tac consoles, they work anyway.

    when your separated, your extreamly maneuverable making attacking much easier of course. just watch out for IKS Marmot HOD...

    you don't run into the problem of having any ENS tac stations you don't need, out of what you can slot in ether a tac or sci station, it turns out that 1 additional crappy hull heal is the most useful. so the actual assault cruiser and fleet heavy cruiser are really inferior here, you have to use a suboptimal weapon setup, and your down a hull heal that you will need.

    skill point distribution

    www.stoacademy.com/tools/skillplanner/index.php?build=dontdrunkimshoot_0


    *edit- Your Directed Energy Modulation III deals 345 (454) Tetryon Damage(Critical) to _.

    nice. DEM seems to be adding 50% to 100% more damage to each shot. but its not quite per shot, there isnt a DEM entry for every rapid fire entry. think theres a cap on how many times it can go off every second.
  • reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    Re: the other thread, Ghosty. Here are two builds that I'm TRIBBLE with on my Tac. One I'm using now (the first), the other is theoretical for the moment -- until I buy the ship needed.



    1) Shield drain Chimera

    Basically, I run 4x Spiral Waves fore, 2x aft with 1x Concentrated Tachyon Mine Launcher.

    Using a high dispersal pattern, tractor beam with the drain doff, and broadsiding with the SWDs, I've found myself able to keep people's shields down consistently in inter-fleet pvp testing/dueling. I think I could make use of high rank DEM, given what I've read here.

    Tetryon would prolly be the ideal damage type to use here, but I really like those SWDs with their procs and Dx2/Ax2 affixes.

    "good" or "dafuq"?


    2) Theoretical Neb build

    I'm thinking of running a fleet Neb with a torp/mine focus.

    Maybe a 1xbeam and 2xTorps fore (beam for subsystem targeting), and 3xMines aft (not sure what type--maybe those tachyon with two offensive types to take advantage of the shield drain?)

    I'm obviously not looking to top the charts, but I think it could be a good support build since I can slot heals, and sci utilities. Not to mention tanky (to try and survive in the event of being left alone until teammates arrive to back me up again).

    Any ideas?
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    Re: the other thread, Ghosty. Here are two builds that I'm TRIBBLE with on my Tac. One I'm using now (the first), the other is theoretical for the moment -- until I buy the ship needed.



    1) Shield drain Chimera

    Basically, I run 4x Spiral Waves fore, 2x aft with 1x Concentrated Tachyon Mine Launcher.

    Using a high dispersal pattern, tractor beam with the drain doff, and broadsiding with the SWDs, I've found myself able to keep people's shields down consistently in inter-fleet pvp testing/dueling. I think I could make use of high rank DEM, given what I've read here.

    Tetryon would prolly be the ideal damage type to use here, but I really like those SWDs with their procs and Dx2/Ax2 affixes.

    "good" or "dafuq"?


    2) Theoretical Neb build

    I'm thinking of running a fleet Neb with a torp/mine focus.

    Maybe a 1xbeam and 2xTorps fore (beam for subsystem targeting), and 3xMines aft (not sure what type--maybe those tachyon with two offensive types to take advantage of the shield drain?)

    I'm obviously not looking to top the charts, but I think it could be a good support build since I can slot heals, and sci utilities. Not to mention tanky (to try and survive in the event of being left alone until teammates arrive to back me up again).

    Any ideas?

    Stick with the siral waves :) their proc is more effective especially on DEM builds. the tachyon mines already ruin shields pretty readily on average so it's not like you'll be missing the tet procs power.

    I'd run 2 mines and a beam in your aft just incase. Tachyon mines will work there pretty well.
  • reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    Cool thanks.

    Re: Neb

    What other mine type should I use aft, since I've got the tachyons and a beam array slotted in the other two hardpoints? What torps fore?
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    Cool thanks.

    Re: Neb

    What other mine type should I use aft, since I've got the tachyons and a beam array slotted in the other two hardpoints? What torps fore?

    Forward torps, Trans torps are pretty solid, as are quantums. (those are my 2 favorite for Murder purposes) for debuff purposes double chron torps are pretty lulzy.

    Mines, I'd probably use a plasma mine since it's dot is decent for killin some forms of pet spam
  • reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    Thanks for the feedback, its appreciated.

    So the plasma mines for killing pets? Sounds good. Is that simply because the others (and I'm not talking loltric) aren't useful for...murder...purposes?
  • kingofsandboxkingofsandbox Member Posts: 38 Arc User
    edited October 2012
    that would be correct yes :)
    The plasma dot is the most reliable way to hurt pets, since most of them have shields. Quantums would do better, if shields were not in the way
  • reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    Ok. Thanks.

    I've been TRIBBLE with different types of offensive mines for use on ships, not just pets, dropping them in plasma trails, etc. Chronitons are pretty lulzy. Transphasic damage adds up too.
  • knockyknocky Member Posts: 0 Arc User
    edited October 2012
    Forward torps, Trans torps are pretty solid, as are quantums. (those are my 2 favorite for Murder purposes) for debuff purposes double chron torps are pretty lulzy.

    Mines, I'd probably use a plasma mine since it's dot is decent for killin some forms of pet spam


    Poor Mav....he lasted as long as he could.

    RIP Ghosty

    On a better note...I got my first warning.

    w00t for me!
    [SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    knocky wrote: »
    Poor Mav....he lasted as long as he could.

    RIP Ghosty

    On a better note...I got my first warning.

    w00t for me!

    oh great. what did him in this time?
  • harrymonkleyharrymonkley Member Posts: 100 Arc User
    edited October 2012
    I've been reading this thread with great interest, in an attempt to improve my ship building ability, and I have to say that there is a lot of very interesting info in this thread.

    I have a couple of questions about the aux to bat builds,

    1) DontdrunkImshoot's builds make extensive use of RSP - but if I wanted to adapt this type of build for STF's would it make more sense to change this

    EPtS1, AtB1, EWP1, DEM3
    EPtA1, AtB1, RSP2

    to this

    EPtW1, AtB1, EWP1, DEM3
    EPtA1, AtB1, EPTS3

    with the goal of maximising damage output (I have a mirror AC and Vorcha to try this out on)

    2) I've been trying to improve my Vo'Quv(Sci captain) build, to get more up time on my CC abilities, and at the moment I'm using 3 blue deflector doffs, 1 blue Warp core engineer and 1 blue Gravimetric (couldn't afford purples).

    With only a LtCmdr eng boff slot at the moment I run

    EPTS1,EPTS2,AuxtoSif2 (all get rotated in my keybind)

    Would attempting something like

    EPtA,AtB1,AtB2

    Give good enough uptime with 3 blue quality technician doffs to consider swapping out all self preservation healing to the science Boff slots, or would the aux drain from AtB render them useless.

    At the moment my sci slots look like this

    HE1,TractorBeam2,Tykens2,GravWell3
    SciTeam1,FeedbackPulse1

    I was wondering if

    Polarize Hull1,HE2,Tykens2,GravWell3
    TB1,TSS2

    would give equivalent levels of self preservation with increased uptime on the CC abilities and a payoff in terms of increased power levels. Before venturing down this potentially hugely expensive path I would appreciate some words of wisdom on wether this is likely to work or simply fail hard.

    I'm running DBB+turrets front and BA+turrets rear (all polaron) to give me 360 degree coverage for subsytem targeting and run 2 hangers of Bops to bump up the DPS, with syphon drones on standby for drain/neutralising duty on TAC cubes and other hard targets if needed.
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