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The new PVP help and ship build thread

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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    So 2 DCE Doffs with just one EPt power is ineffective/waste of Doff slots?

    its unreliable is all, exactly like the cannon and beam skill doffs are. id say its still worth it for the chance to have better EPtS up time.
    Tried out Tractor Beam Repulsors, and while the damage seems nice I'm finding the skill difficult to use and somewhat selfish. Am I wrong in thinking so? AM I just using it wrong?

    well, theres only so much damage that ship can deal on its own. its still a sci ship, but it is the 1 sci ship that can contribute spike damage. re evaluate after the tier 4 passives are nerfed, thats making a lot of people nearly invincible.
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    curvygolem256curvygolem256 Member Posts: 3 Arc User
    edited December 2012
    Thanks a lot. That's certainly interesting info to know :). There were a few things I'd like to clarify though.
    on a phaser using escort field gens arent a bad thing to slot.

    What did you mean by aren't a bad thing 'on a phaer using escort'? Would i use something else if it was a different weapon type?
    more often then not your better off with the borg 2 part set for the free powerful hull heal. the aegis set pieces you have are giving you +10 to your evasion score, damage you don't take is damage you don't heal, so not a bad choice actually.

    would the Borg 2-piece set be any more preferable if it was the Mk XII?
    on the skill tree, i wouldn't put over 6 points in the energy performance skills.

    I presume these are the 3 energy skills in the Tactical systems area of the skill tree.

    theres nothing significantly wrong with the skill build though.

    That's good to know. Now to tinker around some more. haha Thanks a bunch.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    Thanks a lot. That's certainly interesting info to know :). There were a few things I'd like to clarify though.

    What did you mean by aren't a bad thing 'on a phaer using escort'? Would i use something else if it was a different weapon type?

    some weapons like tetryon and polaron's proc benefit from flow caps. makes no difference with phasers and on an escort there really isn't anything else needed. it doesn't have any high end eng or sci skills that rely on certain sci consoles to be effective.

    would the Borg 2-piece set be any more preferable if it was the Mk XII?

    mk XII will be better, slightly. might as well get it if you think its worth the grind once you get to tier 5.

    I presume these are the 3 energy skills in the Tactical systems area of the skill tree.

    i was talking about the skills shield performance, engine performance, stuff like that that buffs energy level. keep all damage skills maxed.
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    gostdajtinkgostdajtink Member Posts: 23 Arc User
    edited December 2012
    DDIS, I am a LvL 50 KDF Tac captain looking for some advice on ships. Currently I am flying a Vet destroyer but I am also considering the Fleet Qin and the Fleet Vor'cha. I know the Qin still has maneuverability issues but I am hoping that gets fixed sooner or later.

    I guess what I am looking for is a sub-battle cruiser damage dealer. I like the vet ships movement but the Disruptor Lotus on a 5 min cooldown...meh.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    DDIS, I am a LvL 50 KDF Tac captain looking for some advice on ships. Currently I am flying a Vet destroyer but I am also considering the Fleet Qin and the Fleet Vor'cha. I know the Qin still has maneuverability issues but I am hoping that gets fixed sooner or later.

    I guess what I am looking for is a sub-battle cruiser damage dealer. I like the vet ships movement but the Disruptor Lotus on a 5 min cooldown...meh.

    well in my opinion you have several very fun options. the vet ship is great, the fleet vorcha is kind of a more cruiser like version of the vet ship, and proboly sorta redundant. it can be quite a bit more sturdy though. the qin is jut a bad ship to fly though, its long, and pivots on ther very aft part of the ship and just feels wrong. its also got a bad shield mod, an unideal ens station and a below average turn rate. the mirror qin at least has an eng ens though. the retro and fleet somraw lack basically all of the qins problems, and the fleet nasican escort can go toe to toe with fed escorts. a vorcha, mirror vorcha, or fleet ktinga are great ships too, i have several builds posted for all these ships. they are all a lot of fun.
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    drake122svkdrake122svk Member Posts: 731 Arc User
    edited December 2012
    Not sure if this is the right topic to ask this (apologies if it's not), but how's the Omega Plasma torp launcher rated for PVP play? Thinking about using it as a rear launcher, though I might just stick a regular Plasma torp there.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    Not sure if this is the right topic to ask this (apologies if it's not), but how's the Omega Plasma torp launcher rated for PVP play? Thinking about using it as a rear launcher, though I might just stick a regular Plasma torp there.

    the omega torp is very interesting. i think an entire torp overhawl should be based off of it. the omega torp has 5 charges, and fires about once a second. it seems to have a bit higher dot damage too, thats a very good combination then. its a good torp to use up front unmodified by torpedo abilities, just autofireing. it sets fires well, and everyone in a wile will strike direct hull, just because of the rate of fire.

    where it shines, and has a deep drawback is with torp abilities. spread is a bit useless on it other then for dealing with npcs as part of an aoe PVE build. but the HY projectile actually has hitpoints, 4k of them, and can survive a few TBR hits, a fair amount of often missing weapons fire, a PSW, all sorts of stuff. its the most reliable to hit heavy projectile yet, and tends to deal around 30k damage to other players if it hits hull.

    the MAJOR downside to this though is every time you use a torpedo ability, or exhaust all the charges, there is a 10 second cooldown before you can fire again at all. so if you use a torp ability every 15 seconds, it will almost never be able to do what its best at, have actual dps and fire rapidly. if you want to use spread, a standerd torp would be beter frankly, and fire more often. the HY projectile is nice though

    they best part is you can disintegrate ships borg command ship style. even an unbuffed torp can, and i almost suspect that if your at a low enough % hull, it will instantly disintegrate someone. im pretty sure a shield impact on a very near death target vaped them, when the torps damage alone, through shields, should not have. ive seen this multiple times now, and think i heard a dev float the idea a month ago before all this launched
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    gostdajtinkgostdajtink Member Posts: 23 Arc User
    edited December 2012
    well in my opinion you have several very fun options. the vet ship is great, the fleet vorcha is kind of a more cruiser like version of the vet ship, and proboly sorta redundant. it can be quite a bit more sturdy though. the qin is jut a bad ship to fly though, its long, and pivots on ther very aft part of the ship and just feels wrong. its also got a bad shield mod, an unideal ens station and a below average turn rate. the mirror qin at least has an eng ens though. the retro and fleet somraw lack basically all of the qins problems, and the fleet nasican escort can go toe to toe with fed escorts. a vorcha, mirror vorcha, or fleet ktinga are great ships too, i have several builds posted for all these ships. they are all a lot of fun.

    Thanks! I am a bit of purist so I tend to stick to Klingon only ships. I am looking at the Somraw to go with my vet ship.

    I also had a DOFF question, do you think the Nigulan bridge officer who according to STOwiki does: Chance to reduce the time for any subsystem targeting attack to recharge after use/20% chance: Improve recharge time by 30 sec, Chance to reduce recharge time on Cannon Rapid Fire and Cannon Volley is worth picking up?
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    drake122svkdrake122svk Member Posts: 731 Arc User
    edited December 2012
    the omega torp is very interesting. i think an entire torp overhawl should be based off of it. the omega torp has 5 charges, and fires about once a second. it seems to have a bit higher dot damage too, thats a very good combination then. its a good torp to use up front unmodified by torpedo abilities, just autofireing. it sets fires well, and everyone in a wile will strike direct hull, just because of the rate of fire.

    where it shines, and has a deep drawback is with torp abilities. spread is a bit useless on it other then for dealing with npcs as part of an aoe PVE build. but the HY projectile actually has hitpoints, 4k of them, and can survive a few TBR hits, a fair amount of often missing weapons fire, a PSW, all sorts of stuff. its the most reliable to hit heavy projectile yet, and tends to deal around 30k damage to other players if it hits hull.

    the MAJOR downside to this though is every time you use a torpedo ability, or exhaust all the charges, there is a 10 second cooldown before you can fire again at all. so if you use a torp ability every 15 seconds, it will almost never be able to do what its best at, have actual dps and fire rapidly. if you want to use spread, a standerd torp would be beter frankly, and fire more often. the HY projectile is nice though

    they best part is you can disintegrate ships borg command ship style. even an unbuffed torp can, and i almost suspect that if your at a low enough % hull, it will instantly disintegrate someone. im pretty sure a shield impact on a very near death target vaped them, when the torps damage alone, through shields, should not have. ive seen this multiple times now, and think i heard a dev float the idea a month ago before all this launched

    I was thinking the same thing about the HY projectile, but with my build I only have 2 tac skill slots, one of which is TT1 and the other one will probably be either APD or TS2 for spreading plasma burns. Wanted to use the Omega torp as a rear launcher, but I will probably just use a regular torp with acc modifiers...

    Thanks for your help!
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    Thanks! I am a bit of purist so I tend to stick to Klingon only ships. I am looking at the Somraw to go with my vet ship.

    I also had a DOFF question, do you think the Nigulan bridge officer who according to STOwiki does: Chance to reduce the time for any subsystem targeting attack to recharge after use/20% chance: Improve recharge time by 30 sec, Chance to reduce recharge time on Cannon Rapid Fire and Cannon Volley is worth picking up?

    if you use a battle cruiser then a tech doff build with an AtB or 2 is the best way to reduce cooldowns. the cannon doffs are sorta unreliable. if your in an escort though, you can double up cannon powers easily enough
    I was thinking the same thing about the HY projectile, but with my build I only have 2 tac skill slots, one of which is TT1 and the other one will probably be either APD or TS2 for spreading plasma burns. Wanted to use the Omega torp as a rear launcher, but I will probably just use a regular torp with acc modifiers...

    Thanks for your help!

    that rapid fire torp that doesn't have HY isn't going to do a whole lot, or be able to rapid fire very often if its stuck aft. on 1 ship i run it up front with no torp abilities and let it auto fire, and the results are pretty good.
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    rudiefix1rudiefix1 Member Posts: 420
    edited December 2012
    I think the omega torp fits perfectly on my Plas'tinga. High rate of fire. And moreover (and this is why it beats the romulan torp) it does massive DoT.

    How I see it now, equiping the omega torp on a torp boat will interfere with the other torps, because of timing. So that leaves only one torpedo in case of omega on either front or back.

    I am wondering how torpedo doffs will influence the recharge/ cooldown rate. Does the change of -5 sec apply after each shot? in that case I will also equip a trico on the back.
    Need to test this somewhere in the coming days.

    One last thing i noticed by looking at the stats in system space:
    The plasma Dot of energy weapons is not boosted anymore by the ambiplasma envelope (torpedo) console.
    The Dot of torpedos is still boosted by both ambiplasma envelope (torpedo) and plasma infuser (plasma energy) consoles.
    I always thought both consoles boosted Dot's from both energy and torps....
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
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    mothermoymothermoy Member Posts: 53 Arc User
    edited December 2012
    see next thread. misquote
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    mothermoymothermoy Member Posts: 53 Arc User
    edited December 2012
    2AtB single cannons excelsior/fleet excelsior

    4 single cannons, 4 turrets


    TT1, APB1, CRF2/ TT1, CRF1, APO1

    EPtS1, AtB1, RSP2/ES2/EWP1, DEM3
    EPtA, AtB1
    ET1


    TB1, HE2

    station power long form here

    equipment

    omega deflector
    omega engine
    maco shield

    consoles

    borg, 2 RCS, 1 neutronium

    2 flow cap

    3/4 energy type consoles

    doffs

    3 purple tech, 2 shield distribution doffs

    this is the most dangerous non DHC capable cruiser in STO. it is not a spike killer, but it can deals so much damage over time it almost seems like it is. under the right circumstances, and the right buffs stacked, your enemies will melt in about the time it takes for CRF to end. being such a gradual damage dealer, its damage can evaporated in the sea of cross heals, the number 1 limiting factor to dps cruiser effectiveness. but when it deals dps unhindered, its does so in a big way.

    combat logs from a good long match, really got to put it through its paces. over 2000 dps, more then 10k swings, over 1000 crits, and a total of more then 2 million damage.

    character is kayla

    combat log 1

    combat log 2

    scoreboard

    could i adapt this for a galor or is there something better
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    mothermoy wrote: »
    could i adapt this for a galor or is there something better

    yep, just swap ET1 with TSS1 and the rest should fit. a 3rd flow console too to help glider damage
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    mothermoymothermoy Member Posts: 53 Arc User
    edited December 2012
    yep, just swap ET1 with TSS1 and the rest should fit. a 3rd flow console too to help glider damage

    what type of cannons would work best?
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    mothermoy wrote: »
    what type of cannons would work best?

    i wish such an obvious question wasn't so hard to answer. just look at each weapon's advantage with the build. single cannons and turrets with good CRF up time will throw the most amount of shots down range of any other build i find, so its cycles through fireing cycles, and thus procs the fasted.

    phasers- they turn off subsystems, always handy. but it doesn't deal spiky enough damage to really make a shield proc hurt like it would if DHCs were being used

    disrupters- with its hull defense debuff proc, DEM's damage would be enhanced

    tetryon- shield damage proc buffed by flow caps, works great with tet glider

    polaron- proc buffed by flow caps, lots and lots of pol procs can be devastating, even deactivate subsystems if you get lucky

    plasma- actually has synergy with EWP, plasma tac consoles buff the plasma damage it does. use EWP3 as much as possible to make up for the reduced damage it does to anyone using STF shields

    antiproton- criting single cannons arent going to hurt that much more then normal. your better off with anything else with several acc mods
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    mothermoymothermoy Member Posts: 53 Arc User
    edited December 2012
    i wish such an obvious question wasn't so hard to answer. just look at each weapon's advantage with the build. single cannons and turrets with good CRF up time will throw the most amount of shots down range of any other build i find, so its cycles through fireing cycles, and thus procs the fasted.

    phasers- they turn off subsystems, always handy. but it doesn't deal spiky enough damage to really make a shield proc hurt like it would if DHCs were being used

    disrupters- with its hull defense debuff proc, DEM's damage would be enhanced

    tetryon- shield damage proc buffed by flow caps, works great with tet glider

    polaron- proc buffed by flow caps, lots and lots of pol procs can be devastating, even deactivate subsystems if you get lucky

    plasma- actually has synergy with EWP, plasma tac consoles buff the plasma damage it does. use EWP3 as much as possible to make up for the reduced damage it does to anyone using STF shields

    antiproton- criting single cannons arent going to hurt that much more then normal. your better off with anything else with several acc mods

    would i be trading off to much if i went full polaron build and swapped out the two omega for the jem set for the extra polaron bonus damage?
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    unheard1978unheard1978 Member Posts: 132 Arc User
    edited December 2012
    dontdrunkimshoot your build can this be edited for a assault cruiser refit regent class and a dreadnought ?

    Originally Posted by dontdrunkimshoot
    2AtB single cannons excelsior/fleet excelsior

    4 single cannons, 4 turrets


    TT1, APB1, CRF2/ TT1, CRF1, APO1

    EPtS1, AtB1, RSP2/ES2/EWP1, DEM3
    EPtA, AtB1
    ET1

    TB1, HE2

    station power long form here

    equipment

    omega deflector
    omega engine
    maco shield

    consoles

    borg, 2 RCS, 1 neutronium

    2 flow cap

    3/4 energy type consoles

    doffs

    3 purple tech, 2 shield distribution doffs

    this is the most dangerous non DHC capable cruiser in STO. it is not a spike killer, but it can deals so much damage over time it almost seems like it is. under the right circumstances, and the right buffs stacked, your enemies will melt in about the time it takes for CRF to end. being such a gradual damage dealer, its damage can evaporated in the sea of cross heals, the number 1 limiting factor to dps cruiser effectiveness. but when it deals dps unhindered, its does so in a big way.

    combat logs from a good long match, really got to put it through its paces. over 2000 dps, more then 10k swings, over 1000 crits, and a total of more then 2 million damage.

    character is kayla

    combat log 1

    combat log 2

    scoreboard


    please can you post a vesta and dreadnought build ( yeah i know the dread a noob ship :) ). just be nice to see these build please


    also do you have a good eng skill plan to work with a aux2bat build

    thank you
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    stealthriderstealthrider Member Posts: 2 Arc User
    edited December 2012
    mothermoy wrote: »
    would i be trading off to much if i went full polaron build and swapped out the two omega for the jem set for the extra polaron bonus damage?

    I'm no expert, but since you're in a Galor and would get the extra set bonus from the Jem set it might be worth it.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    dontdrunkimshoot your build can this be edited for a assault cruiser refit regent class and a dreadnought ?

    please can you post a vesta and dreadnought build ( yeah i know the dread a noob ship :) ). just be nice to see these build please


    also do you have a good eng skill plan to work with a aux2bat build

    thank you

    with the regent, the only change would be going without ET1, and useing the 180 deg torp fore or aft with whichever torp ability you want.

    the dread, well you can make it a decloak alpha striker with DHCs, or just run it like an assault cruiser. its proboly best with all beams, take a look at one of my vorcha build for station setups and emulate that

    look here for some of the best vesta setups http://sto-forum.perfectworld.com/showthread.php?t=488821

    i'll get to making some good example skill point setups here soon
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    mothermoy wrote: »
    would i be trading off to much if i went full polaron build and swapped out the two omega for the jem set for the extra polaron bonus damage?

    i think glider with 3 flow cap would be better, but if you cant commit to havering 3 of those consoles use the jem set. the flow consoles buff the proc as well.

    check in game which adds more damage, the direct buff to weapons damage or the extra glider damage. thats what you should base your decision on
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    unheard1978unheard1978 Member Posts: 132 Arc User
    edited December 2012
    thank you dontdrunkimshoot, I cant wait to see the post.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    thank you dontdrunkimshoot, I cant wait to see the post.

    for an eng? use this as a base line

    http://www.stoacademy.com/tools/skillplanner/index.php?build=drunkeng_0

    if you don't use tetryon or polaron weapons, and don't plan on using glider, you don't need the flow cap though. and if you don't use EWP you don't need particle gens.

    if thats the case you could put more points in batteries, subsystem repair, and maybe some points in sensors and dampeners
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    unheard1978unheard1978 Member Posts: 132 Arc User
    edited December 2012
    thank you for posting this so fast. can a dreadnought work with a aux2bat build ? as I feel this would be more powerful for me ?

    my eng fly's my regent and dreadnought so particle gens are great.
    Im not sure on glider/ flow cap at I feel the regent would be better with plamsa and the dreadnought phaser
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    yep, with the COM and LTC eng theres plenty of room for 2 AtB. if you use plasma weapons, remember that plasma tac consoles buff EWP, so use version 3 so you can get the most out of using plasma weapons
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    unheard1978unheard1978 Member Posts: 132 Arc User
    edited December 2012
    do you have any plans to post a vesta aux2bat dps build sorry to ask its just you have a lot of skill.
    do you feel aux cannons are any good or should I use plamsa on the vesta as it works with the part gens ?

    On my eng assault cruiser regent im going to use the gas console also on my eng im hoping to get 125/125/98/5 just like ocp001 did.
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    thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited December 2012
    do you have any plans to post a vesta aux2bat dps build sorry to ask its just you have a lot of skill.
    do you feel aux cannons are any good or should I use plamsa on the vesta as it works with the part gens ?

    On my eng assault cruiser regent im going to use the gas console also on my eng im hoping to get 125/125/98/5 just like ocp001 did.

    2 Aux2Bat Vesta Build (theory craft, Tactical Vesta for a Tactical Captain):

    COM Sci: HE 1 / TSStr 2 / VM 1 / PSW 3 -or- TBR 3

    LTC Engineer: EPtS 1 / Aux2Bat 1 / EWP 1

    LT Eng: EPtA 1 / Aux2Bat 1

    LT Tac: TT 1 / CRF 1 -or- CSV 1

    ENS Sci: TracB 1 -or- PH 1

    DOffs: 3 Technician DOffs (Minimum 2 Purple, 1 Blue), 2 Systems Engineer DOffs (VM, chance for VM to reoccur)


    Fore: 3 Plasma DHC's

    Aft: 1 Plasma Beam Array, 2 Plasma Mine Launchers


    Def: Elite Fleet Axion Deflector w/ Partgen Buff.

    Engine: MACO Mk. X+

    Shields: MACO Mk. X+

    Hangar: Romulan Scorpion Fighters or Danube Runabouts


    ENG Consoles: Tackyokinetic Converter / Romulan Crit Chance console

    SCI Consoles: 4 Particle Generators, preferably Romulan w/ Plasma Damage Proc

    TAC Consomes: 4 Plasma Energy Weapon consoles



    As I said, it's just a theorycraft. I'm sure someone with practical experience could do it better. Make sure to have a keybind to call your team healer for help.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    ^ guess i don't have any vesta builds posted huh, thats about what i would have said too. cant use the aux cannons with it, you wont have any aux.
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    wuustawuusta Member Posts: 76 Arc User
    edited December 2012
    On the mirror Qin raptor build, is it okay to switch out TSS1 for a PH1?
    And would it be better to use a scourge retrofit than a mirror qin raptor?
    Also why the borg engines and deflectors?
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