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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    fleet nova

    i think the best role for something like this would be to cause trouble to a healing network. with APO usability it can cause all sorts of speedy trouble.

    4 beam arrays, fore and aft photon torp

    TT, APB1, APO1

    EPtA1, EPtS2

    PH1, TBR1, PSW1, FBP3
    TSS1, HE2
    ST1


    skill points

    KHG deflector
    omega engine
    maco shield

    3 neutronium, or anything you want really

    4 particle gen

    zero point, borg, shockwave torp

    doffs

    2 damage control, 3 photonic studies, a mix of cooldown and on target trigering of a PSW

    ALT- 2 damage control, 2 AP cooldown, 1 photonic cooldown doff


    i see this as a high speed healing disruptor. APO with TBR can easily move some one far from team help and make them without support. a large number of shock waves present to kill running abilities like ES and TB from the ship itself and the PSW torp will keep ES turtleing at bay. if you get shot at, you have a VERY strong FBP3 buffed by APO, or APB and the 4 particle gens consoles. they also buff any damage you will cause from TBR and your PSW.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    ocp001 wrote: »
    DDIS I was wondering what you thought on using FAW3 these days. Particularly on a ship like the Regent or Excelsior with DBB to keep the damage focused in a cone. While I love the cannon builds I'm just finding that I can't crank out enough DPS to melt a ship in this era of fleet shields and placates.

    Perhaps a 4 turret 4 DBB build with CRF 1 and FAW 3?

    Your thoughts would be awesome.

    Joseph.B

    FAW is so poisonously bad, that it nerfs the damage of any non beam you have equipped. theres a you tube video showing this, if you were to activate FAW, your turrets would deal less damage.

    beam shot with FAW wont have over 75% acc, and it will target anything in its arc, lessening the damage you would do you your intended target vs just shooting at them unbuffed. fed cruisers are just terrible damage platforms, i cant outdo the builds i have posted for them. i did just yesterday update all of my builds in this thread though, take another look at the advanced fleet excelsior build. and then come to the red side, their cruisers are actually deadly.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    disregard, this was fixed 1/14/13


    originally tier 2 and 3 fleet ship shield mod analysis

    if you remove all the skill points from the tier 2 shield skill, and have no deflectors or consoles equipped buffing that skill or anything, your tool tip and facing hp will not match on non tier 2/3 fleet ships like it would on any other ship.

    no mater what shield my fleet ktinga and retrofit somraw had equipped, they had a flat extra amount of hitpoints. the ktinga had +1375, and the somraw had +1563. i have no idea why they gave these ships subpar shield mods, and gave them this extra flat chunk to make up for it. didn't mater if i used borg, omega, KHG, or literally any other shield, it all gave the exact same extra per shield.

    per faceing-tooltip=extra

    khg
    omega
    borg

    ktinga

    9379-8004=1375
    7295-5920=1375
    6325-4950=1375

    somraw

    7145-5582=1563
    5681-4119=1562
    5000-3437=1563

    all i can take away from this is that the lower the listed shield mod is, the better the extra is. somraw had .65, ktinga .94. this isnt nessasarily a good thing though, these ships are still at a regen disadvantage.
    dalnar83 wrote: »
    Just would like to add, that while the fleet versions of low tier ships do indeed get shield hps bonus, the native shield regen is cut according their shield modifier.

    For example I have fleet nova and fleet nebula. I tested them in same setup with borg gear. The nova got a little higher borg shield hps, but the maximum natural shield regen was around 1400. The Nebula's around 2000.

    So while it's true the capacity is higher on low cap shield, the potential for extra shield healing regen is greatly reduced.
  • cliftona91cliftona91 Member Posts: 254
    edited January 2013
    indeed, its a good ship and well flown, added it into the table of contents. i would try it out with a DBB up front though, 4 DHCs are just to easy to tank, and its hard to actually finish someone off with them. thats why i keep beating you!

    Good point, I may go back to the DBB up front and replace the aft beam with another turret
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    But yes I'd love it if you made a build for that ship. keeping in mind that I am science class :)

    post 452, second post on this page. i even did up a skill point tree for it
  • rudiefix1rudiefix1 Member Posts: 420
    edited January 2013
    This is one of the rare good healer builds on klingon side: Fleet Corsair flightdek cruiser retrofit. It has a unique boff layout of strong engineer and science abilities. The ship would function best with an engineer captain, but a sci would also be good (lacks some self heals and power, but more debuff)

    edit: This setup can also be used with a science oddy

    Fore: 1x DBB, 2x beam array, 1x torpedo (chroniton or omega)
    Aft: 3x beam array, 1x torpedo (chroniton)
    (torps can be also replaced by beams, so you have a full beam boat)
    Hangar: reinforced marauding force / elite scorpions

    Deflector: adapted honor (=MACO) / Borg / Advanced Positron Deflector Array Mk XII [PartG] [Sen] [Targ] [Threat]
    Engine: Borg / OMEGA / Advanced Fleet Hyper-Impulse Engines Mk XII [Spd] [Turn]x3
    Shield: adapted honor (=MACO) / advanced or elite resilient fleet shield

    Power settings: 100/25/25/50 (when under fire: 25/75/25/75)


    Consoles:
    main consoles are your sci-healing consoles: emitter arrays. Equip 4 of them (or if you want more shield HP you replace 1 a 2 for field generators). Fill engineer with 1 a 2 SIF generators. Fill remaining engineer and tac positions with consoles of choice like:
    Console - Universal - Assimilated Module (more crit, hull repair, gravity)
    Console - Tachyokinetic Converter (more crit, turnrate,gravity)
    Console - Universal - Theta Radiation Vents (more crowd control and spam kill)
    Console - Tactical - Automated Defense Turret (protect yourself from tric mines and slow torps)
    Console - Engineering - Neutronium Alloy (more hull resist)

    note: the emitter arrays can be "upgraded" by using following embassy fleet consoles:
    Console - Science - Emitter Array Mk X [HuH] [-Th]
    Console - Science - Emitter Array Mk X [ShH] [-Th]
    Console - Science - Emitter Array Mk X [pla] [-Th] (can equip more of those)
    The embassy mk X versions already give as much points as the regular purple mk xii ones. If you have mk xi or mk xii embassy ones, its really worth the costs.


    Boffs:
    Cmdr: EptS1, ES1, ES2, AtoS3
    Ens: EptA1

    LtCmdr: TB1, TSS2, ST3
    LT: TB1, HE2

    LT: FAW1, APB1


    Doffs (make a good build):
    2x damage control engineer
    2x development scientist (reduce ST3)
    1x tractor beam officer


    The engineer has a lot of power, so can keep up pressure with the beams. The chroniton torps and 2x tractor beams are to slow the target. FAW to clear spam and tag all targets with APB debuff). Extend shield is always up, and every 15 sec you can use ST3.

    In my opinion, shield heals and resists are better to give to the birds, although they do have weak hulls. This because shield tanking is the way to go. However, if you want more hull heals by replacing ST3 with ET3, you have to pay very good attention to your team. Because once the bird?s shields are down, hull is gone in 1 a 2 seconds. So you have only a small window to react with a hull hp boost. For those who rather want to use ET3, it opens the LtCmdr sci slot for vm1 or something else.

    Boff layout would then be:
    Cmdr: EptS1, ES1, ET3, AtoS3
    Ens: EptA1

    LtCmdr: TB1, TSS2, VM1
    LT: TB1, HE2

    LT: FAW1, APB1

    Replace 2x development scientist with 2x maintenance engineers

    If you want to do more damage instead of clearing spam, you have also the possibility with klingon ships to mount cannons and even dual heavies. Adjust your tac boff accordingly. But that?s not my preferred way for this ship, since its more like a classic fed ship, and not a high turn battle cruiser.

    My keybind file (based on the spacebar bind) which uses the F-buttons to target and heal teammates can be found at http://sto-forum.perfectworld.com/showpost.php?p=6562941&postcount=197
    [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 January 2013
    rudiefix1 wrote: »
    I will place my "maxed" P'lastinga later. Drunk; you post my saber also in TOC?

    i was trying to think of a nice way to say im not quite sure i can recommend such a station setup, but then you edited in something good! so its added now.

    these fleet corsair are basically a kdf ody, only they might be slightly better. its got the same station setup as an ody that uses the LTC for sci, and its much smaller and if i recall it had an 8 or better turn rate. 4 eng and 4 sci consoles, its perfect.

    if there was ever to be some serious kdf teams formed, at their heart would be fleet corsairs bringing the healing and support its even more underrated then the saber is.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    in the fleet nova (452) you mentioned 4 beams and a photonic torpedo in the aft. But there are more weapons slots on the ship. Was that intentional? or do you want me to remove the cutting beam??

    fleet nova has 6 slots, so a fore (forward) and aft torp with 4 beams fills all the slots. you might not need the aft torp really, it turns so well you can always fire that shockwave torp when you want too. go ahead and slot the cutting beam in the aft torp slot, or in 1 of them beam slots
  • edited January 2013
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    alright :)
    also what TYPE of damage control engineer do you want me to use? i've seen two types.
    - chance to reduce the recharge time of Emergency Power to subsytem abilities ??
    or
    - chance to add hull heal over time to Auxiliary Power to Structural integrity Field??

    Also the purple ones cost tens of millions of EC :(

    well, considering it only has EPtX in its eng stations...
  • edited January 2013
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  • rudiefix1rudiefix1 Member Posts: 420
    edited January 2013
    i was trying to think of a nice way to say im not quite sure i can recommend such a station setup, but then you edited in something good! so its added now.

    Im also using now the cluster torp in the back, very strong
    these fleet corsair are basically a kdf ody, only they might be slightly better. its got the same station setup as an ody that uses the LTC for sci, and its much smaller and if i recall it had an 8 or better turn rate. 4 eng and 4 sci consoles, its perfect.

    if there was ever to be some serious kdf teams formed, at their heart would be fleet corsairs bringing the healing and support its even more underrated then the saber is.

    I think the turnrate is 9. I was very pleased with the speed and turn performance, because the inertia is also way better. ANd not forget the hangar.
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • atreidesscionatreidesscion Member Posts: 0 Arc User
    edited January 2013
    I'm a fan of your double Aux2Batt Fleet Excel.

    In your update, you include the 'temporal' console. I was *assuming* you meant the Tachyokinetic for the turn and crit bonuses, not the Temporal Disruption Device console?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    I'm a fan of your double Aux2Batt Fleet Excel.

    In your update, you include the 'temporal' console. I was *assuming* you meant the Tachyokinetic for the turn and crit bonuses, not the Temporal Disruption Device console?

    yes. the Temporal Disruption Device is a torpedo anyway
  • atreidesscionatreidesscion Member Posts: 0 Arc User
    edited January 2013
    Posted that right before i hit the road to work, then realized i hadn't checked to see if it that thing was a weapon or a console (I've been playing with the Chel Grett lately, and was thinking it was a console like the CG's Energy Dissipating weapon).

    Just got enough Lobi to pick the tachyokinetic, so things are lookin good. Have a bit of romulan grinding to do.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited January 2013
    I have never played engineer much. I have an accurate,elusive,efficient,warp theorist alien with clean slate, no gear, no doffs, no boffs. Just leveled up with doffing.

    Any idea for some fun build? Escort perhaps ? Engineer Beam-escort perhaps ? Was thinking about Steamrunner.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    Posted that right before i hit the road to work, then realized i hadn't checked to see if it that thing was a weapon or a console (I've been playing with the Chel Grett lately, and was thinking it was a console like the CG's Energy Dissipating weapon).

    Just got enough Lobi to pick the tachyokinetic, so things are lookin good. Have a bit of romulan grinding to do.

    that console is hardly required for any build, its just a nice one. its a bit of an investment to get, lock boxes and keys for lobi, so only get it if you think its worth getting. some crit and some turn and some extra graviton is always nice
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  • side7side7 Member Posts: 0 Arc User
    edited January 2013
    Been using your guide as a basis for my builds for a bit. Thank you for your contributions.

    So, I'm kinda torn between the two. I was looking at a double APO1 build with crf3 (maybe with cannon doffs so I can have a higher uptime on crf3), but also saw a build that used APO3 with cd doffs to keep it up close to 50% of the time with crf2 with the option of adding apd or apb (for pve).

    For pvp, though, I was wondering if it'd be better to have double APO1 over a single copy even if the uptimes are nearly identical b/c of subnuc? With the APO3 build, if you get stripped, you have to wait the cd whereas with double APO1, you can simply kick in the second copy?

    Also, I'm employing a single torp atm, but between a 3 dhc / 1 torp, 4 dhc, or a 3 dhc / 1 dbb build, do you have a recommendation (I know a lot/most of your builds are 4 dhc)? I kinda like the idea of a dbb for burst to replace my torp, but I'm not sure if a 30 sec bo2 is going to compensate for a torp I have on demand at 10 sec or less with the option of hy.

    Do you have a preference or any suggestions? Thanks in advance.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    side7 wrote: »
    Been using your guide as a basis for my builds for a bit. Thank you for your contributions.

    So, I'm kinda torn between the two. I was looking at a double APO1 build with crf3 (maybe with cannon doffs so I can have a higher uptime on crf3), but also saw a build that used APO3 with cd doffs to keep it up close to 50% of the time with crf2 with the option of adding apd or apb (for pve).

    For pvp, though, I was wondering if it'd be better to have double APO1 over a single copy even if the uptimes are nearly identical b/c of subnuc? With the APO3 build, if you get stripped, you have to wait the cd whereas with double APO1, you can simply kick in the second copy?

    Also, I'm employing a single torp atm, but between a 3 dhc / 1 torp, 4 dhc, or a 3 dhc / 1 dbb build, do you have a recommendation (I know a lot/most of your builds are 4 dhc)? I kinda like the idea of a dbb for burst to replace my torp, but I'm not sure if a 30 sec bo2 is going to compensate for a torp I have on demand at 10 sec or less with the option of hy.

    Do you have a preference or any suggestions? Thanks in advance.

    APO3+CFF2 deals more damage then APO1+CRF3. so with APO you will hit harder and more effectively wile APO is on, but CRF has a higher up time then APO, so CRF3 might give you slightly more damage over a period of time. but in an escort, and one that carriers torps or a beam, you want to hit as hard as possible all at once.

    4 DHCs has sorta fallen out of favor with me flatly, with all the passives and heal procs i find 4 DHC fire to easy for more resistant targets to tank. i favor bringing a torp or a beam into the mix too, as an extra closer to finish someone off as soon as you blow a hole in their shields. one of the things i did recently is update most escort builds to reflect that.

    if you can only slot 1 copy of BO or HY, just make sure you save your buffs for when you can use them again. do all or nothing attacks. between that, keep CRF cycling though. i find HY2 and BO2 the ideal of each power to use. BO3 is extreamly inaccurate and no mater how low your enemy's defense score is when you fire, theres a good chance it will still miss. BO2 is much more accurate, and can still hit over 30k. in your LTC stations you want your CRF2, and/or your second APO copy. HY2 will usually do the job if you can get torpedoes through at all, and your cannons being stronger with CRF2 is more important imo. if i had to choose between HY1 and BO1 i'd chose a torp with HY1 every time. BO1 is not worth the energy it drains in my opinion.

    in a premade with ES rampant, your never going to find a hole in shields for long enough to make torps work. and the energy drain from BO will just hurt pressure dps, without having any dramatic effect. im told unrelenting DHC fire is still the best to bring to that situation, but for puging i like the 3 and 1, its more fun.

    on my more advanced escort builds i have just the 1 APO3 because i also recommend attack pattern doffs, with 2 of them you can cut the cool down to global, needing only the 1 copy. if you cant afford those, and they are very expensive, you will want APO3 and an APO1, never take an escort into pvp without APO at its global 1 way or another.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    Good news! I have found all the doffs you recommended for the fleet nova. All purple! :P
    I changed the equipment - only missing the zero-point module.

    But you frowned upon my even distribution of skill points.
    How should I distribute them?
    also will the new skill distribution affect all my other ships since they are tailored for different roles?

    EDIT: never mind about the skill points. I missed the link :/

    if you use that exact build, don't count on dealing much damage, in fact you shouldn't have your weapons power set over 25 ever. your role is to soe chaos among the cross healers and be annoying and whenever you get shot at deal to much feedback damage for them to ignore. the nova has good potential for sure, its got a station setup the vesta cant copy, so that means it has a valuable niche still.
  • side7side7 Member Posts: 0 Arc User
    edited January 2013
    Thanks so much for the reply.

    I've been giving my build more thought recently (I wish the respec costs in sto weren't so high that I could simply respec, run a parser and see how the different builds stack up) b/c I currently run 1 torp / 3 dhc fore, 3 turrets in the back on my bug along with APO 1 and 3 and crf 1 and 2 and was also toying with the idea of going with the Omega adapted set for the Omega torp and kcb and maybe go 2 pc KHG/adapted Maco. Then I thought some more and thought that if I'm going to re-evaluate, maybe I should do a complete overhaul and go for an all energy build. With the build I have in mind, I can swap boffs/doffs for pvp or pve -I could even do 4 dhc for pve and 3 dhc/1 dbb for pvp- while freeing up points out of kinetic dmg and investing it into other things.

    An all energy build would let me take better advantage of the 5 tac consoles while still having some burst if I go with bo2? And more and more, I've felt like the window is too narrow for me to be effective with torps. It's a bit maddening b/c I wind up going in circles with the advantages and disadvantages of each build. I'm not rich by any means, but I'm willing to spend the ec on the build so I can go with whatever's 'best'.

    Anyway, thanks again.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2013
    I've been thinking about doing a respec of my Science guy or buying more character slots after some extended testing of things with both of my Engineers...when it comes to Plasma.

    As such, I want to ask folks what their thoughts are on the following Plasma Orb Weaver build.

    Science Captain
    Passives
    Romulan: +3% Crit, PlacOnCritProc
    Omega: +30 Weapon, KineticProc (though with the 1.4 modifier, maybe ShieldRegen?)

    Orb Weaver

    TT1, TS2, APB2
    TT1

    EPtS1, AtS1, EWP1
    TSS1, HE2, SS2, PSW3
    PH1


    DOFFs: 2xPWO(Torp), BIO(SS), 2x PHO(Recharge)

    Weapons
    Fore: Hyper Torp, Plasma Torp, Plasma Torp
    Aft: Cutting Beam, Omega Torp, Plasma Torp

    D/E/S: AMACO/KHG

    Consoles
    Tac: 3x Ambiplasma
    Eng: Neut, Borg, Tachyo
    Sci: 0Point, Nadeon, Rom Part [Pla], Rom CMS [Pla] (is there a CMS? if not, 2x Part)

    TBH, it's something I'd feel more comfortable with an Engineer in - but with the way HE's tossed around, there just feels like there's the need for SNB.

    SNB to clear HE and extend the recharge. DOFF'd SS to extend the recharge. Sensor Scan, Sensor Analysis, APB, 3x Ambiplasma, 2pc secondary Romulan, 2x Rom [Pla], AMACO/KHG Deflector, crit from Borg/Tachyo/0Point, etc, etc, etc...trying to maximize that burn (both how long it's there and how much it burns) from both the EWP and Torp DoTs.

    It's a 25 Wep Pwr build, the cutting beam's mainly there for the 3pc secondary Borg (and for issues I have with torps requiring some form of energy weapon). A Disruptor/Romulan Disruptor Plasma Turret for the DR proc...not sure if that would work out better than Reactive Deflection. It looks to be damn squishy outside of the mix of the PlacProc, KHG Shields, and SS...avoidance vs. mitigation, etc, etc, etc...so that's defensive thinking on my part.

    Which gets into thinking about dropping a TT1 (replacing it with a THY or TS and replacing the TS with a THY), dropping AtS1 (replacing it with EPtS2 and replacing EPtS1 with ET1), and then the following with Sci: replace SS2 with TSS3, replace HE2 with SS1, and replace TSS1 with HE1.

    Basically this:

    TS1, THY2, APB
    TT1

    ET1, EPtS2, EWP1
    HE1, SS1, TSS3, PSW3
    PH1


    Also...no beam for subsystem targeting. I got burnt out with the rep grind, so nobody's gotten past T4 - so I haven't had a chance to play around with the Experimental Beam. Would it make sense to drop a torp for that?

    Thanks...
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited January 2013
    Recently I got the Jem'hadar Dreadnought Carrier for my Engineer on the Fed side. I've been playing around with various builds and thought I'd share one that feels kind of interesting and maybe even get some help with it. Now please, let's all remember I do know a little bit about carriers. And normally I'd NEVER suggest a build like this.. But.. well.. It's just hard to explain but the build seems like it could work properly with the right gear.. unfortunately for me, my gear is sub optional on my Engi due to months of neglect.

    Here's the Skills and Boff lay out:

    http://www.stoacademy.com/tools/skillplanner/index.php?build=EngiJemDread_0

    The Weapons, Consoles, and so on are as follows:

    Weapons Fore:
    2xAnti-Proton Dual Heavy Cannons Mk X [Acc][CrtD][CrtH] 1xAnti-Proton Dual Heavy Cannons Mk X [CrtD]x2[CrtH] Breen Transphasic Cluster Torpedo
    Weapons Aft: 3x Anti-Proton Turret Mk X [Acc][CrtD][CrtH]
    Hanger Bay:Advanced Delta Flyers, Advanced Danube Runabouts
    Engineering Consoles: Neutronium Alloy mk XIx1, Ablative Hull Armor Mk XIx1, Parametallic Hull Plating Mk XIx1, Dominion Command Interface
    Science Consoles: Field Generator Mk XI, Borg Assimilated Module
    Tactical Consoles: Antiproton Mag Regulator Mk XIx2, Antiproton Mag Regulator Mk XIIx2

    Deflector:Assimilated Deflector Array Mk XI
    Engine: Assimilated Subtranswarp Engins Mk XI
    Shields: M.A.C.O. Resilient Shield Array Mk XI

    Doffs:
    2x Shield Distribution Officer
    1x Energy Weapons Officer (Cannon ability Recharge Reduction)
    2x Hazard System Officer (Ramming Speed/Brace For impact Resistance buff)

    NOTE:
    I Do not have the Funds to own a Jem'hadar Attack ship in order to acquire the Pets. Nor do I currently have the funds to go with the new Phased Polaron Weapons at this time. (Especially not Turrets). I also do not currently own a Jem'Hadar Escort Carrier. So I can't combine Set consoles at this time.
    And as far as current available funds, I have about 900k EC, and about 9k Dilithium thanks to the new lockbox and my desire to get the new Carrier vs the Tholian one.
    Also, my fleet does not have access to the Fleet Adapted shields nor the Romulan Doff/Boffs as far as I am aware. This character also has not gotten very far into the Reputation system yet, so before making suggestions, try to keep this in mind. :) Thank you in advanced. And yes, I know this ship should probably stay in PVE. But I'm a stubborn PVPer. And at least it's on an Engi..:P
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • voxlagindvoxlagind Member Posts: 0 Arc User
    edited January 2013
    So here's the situation I'm in:

    I ran the Fleet Excelsior with a great deal of success using an A2B build:

    4 single cannons, 4 turrets
    TT1, APB1, CRF2
    EPtS1, A2B1, RSP2, DEM3
    EPtA1, A2B1
    ET1
    PH1, HE2

    Then I picked up a Jem'Hadar Heavy Escort Carrier and tried to import a similar A2B build onto it:

    4 single cannons, 3 turrets
    TT1, APD1, CRF2, APO3
    EPtS1, A2B1, DEM2
    EPtA1, A2B1
    ET1, RSP1
    HE1

    And while I thought it looked good on paper, the JHEC is vastly inferior in damage dealt (almost 30% less damage dealt, and that's being generous). I've tried swapping to DHC's up front to try and recoup some of the damage, but the damage doesn't change. What I gain in more firepower, I lose in having very low uptime on my targets. Where as the Fleet Excelsior was melting my targets and had tremendous survival, this JHEC is looking very pedestrian for damage and underwhelming me in it's defenses.

    If there's an A2B build for this ship, I haven't been able to figure one out.

    Any recommendations for the JHEC? I really love the look of the ship, and enjoy flying it in STF's quite a bit. It would be a shame if I had to put it on the shelf everytime I wanted to do any serious PvP. What do you think, DDIS?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    so other than disabling, obviously, i won't have much in terms of offense, so should I switch out the cutting beam for a Breen torpedo?? -- since the cutting beam won't do much if the ship's shields are still up. Or am i wrong?:confused:

    you don't really need the cutting beam. just set it up in a way you think is most effective, i don't have the ship or captain type to play with the build properly my self. since making that build, i did learn something. the shockwave torp takes on the characteristics of any torp you use with it, its not just photon. stick a tric torp aft and use it with the shockwave torp. make sure theres a lot of targets in the arc. hilarity will ensue ;)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    I've been thinking about doing a respec of my Science guy or buying more character slots after some extended testing of things with both of my Engineers...when it comes to Plasma.

    i have a smiler plasma torp build in a temporal sci ship, it could probably be adjusted to fit an orb also. i think holds like TB and GW are better when you are flinging rom torps at someone, you don't want someone outrunning them. also the 3 part rom set with the beam array can fire off a nasty debuff, and can be used to subsystem targeting. also with the quick fireing omega and rom torps, just those 2 will proboly fire as often as its possible to fire torps on their own
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