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The new PVP help and ship build thread

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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited March 2013
    Using 2 borg pieces generally increases your tankyness by a lot.
    "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.”
  • uglydiseaseuglydisease Member Posts: 33 Arc User
    edited March 2013
    Okay that makes sence because of the Autonomous Regeneration Sequencer, but im still wondering how to leverage the chroniton torp proc and the temp. disruption device effectively if the temp device is placed on the back and there arnt boff abilities to increase turn rate or speed also the lack of chroniton torps doesnt take advantage of the boost that the temporal set gives chroniton.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    defbond7 wrote: »
    Defbond's 2 Aux2batt Free Ambassador:

    Tactical Captain: Specced in Energy Weapons, Torpedoes and Shields

    Fore Weapons, 3 Mk XII Beam Arrays [Accx2 or x3], 1 Omega Torpedo Launcher
    Aft Weapons 3 Mk XII Beam Arrays [Accx2 or x3], 1 Breen Transphasic Cluster Torp


    THY1, TS:E1
    TT1


    EPtS1, AtB1, RSP2, DEM3
    ET1, AtB1


    TB1, HE2, VM1

    Equipement

    Elite Fleet Covariant Shields ResA
    Borg Deflector
    Borg Engines

    Consoles

    Subspace Jumper, Neutronium, Borg, RCS

    2x Field Generator

    3 Energy Damage Type

    Doffs

    3 Purple Tech Doffs, 1 VM, 1 BFI

    Boffs

    1 Romulan Tac with Operative passive
    4 Humans

    Strategy

    The Merge: Begin with TT1, THY1 then once the opponent fires the first volley Subspace Jump, DEM, APA, VM1 and TB1, thus avoiding the Alpha and disabling their ship, aww you used Tac Team to avoid my alpha, what are you gonna do about the VM now :confused:

    The Weardown: Once you are behind the ship begin broadsiding, the VM will wear off by now and your opponent will be angry and quite aggressive, tank the remaining Alpha with TT1, BFI, and EPtS1 while wearing down the hull with DEM3, an escort will eventually get your shields down, now is the time for RSP2(At global). VM will be back up as it is at global. It will take some clever maneuvering to get your opponents ship in your 90' arc again but wait for his/her APO to finish then engage tractor beam, which is at global. Continue spamming DEM3(which is also at global:)) and the for mentioned steps, including keeping the Omega Torp on Auto Fire and spamming HY1, until their hull is getting low, 30% or less preferably.

    The Final Blow: With your opponents hull low, and your APA and subspace jump back from cooldown, repeat the merge strategy, the DEM will continue weakening their hull only this time instead of a sustained broadside, pass your opponent and let the cluster torp fire, 75% of the time the cluster torp will finish them off, if you are lucky even chain critting at 3k per torp which is 30k hull damage, the rest of the time just let the DEM snack on their hull and finish off whats left. Relax now, and revel in the fact on how you owned a lockbox ship in the free ambassador, moreover as a tac in a cruiser...

    A Final Note: Hazard Emitters is aux dependent, I chose not to include EPtA in my build because if I need to hull heal myself or an ally with aux2batt running I will switch to a high aux power level preset and the aux power will come back up, if its an emergency pop an aux battery and use HE. The rest of the time, try to time ET with RSP, its the one time when TT is not needed so you can use it without fear of being spiked from one side. This is usually enough combined with the human boffs to keep your hull intact...

    that should all work well, on a kamarang. ive tried, to get beam arrays to make holes and deal real damage on a hoped up tac cruiser, but it just tends not to happen really. the dem and plasma dots and sheld damage are just to slowly dealt and to easy to mend. if you can get it to work thats good, in a pug i bet it will work fine. run into any organization and you will be hard pressed to have an effect
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    deano65ehg wrote: »
    http://www.stoacademy.com/tools/skillplanner/index.php?build=SciBuild1_1810
    this is just a rougth plan on a build i had in mind for the mirror version as a sheilds n power stripper so my pets can do the damage but would appresheate anny surjestions on wat to put in the other 2 eng slots and maybe wat sort off doff's ? anny help would b greatefull

    i followed the link and everything was blank im afrade
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    yreodred wrote: »
    Why should i?
    None of the ships i do fly or even want to fly, do have the ability to use DHCs in the first place.
    Since i am not that much into PvP anyway, and i really hate Escorts i don't see a reason to change my mind.

    On the other hand, it is not that i refuse to use DHCs in general, i just can't stand that irritating stuttering sound and the fact that they take too long to shoot finally. I just can't get them to shoot when i want them to shoot, lol.

    Anyway, i would rather stop playing this game entirely, before i am forced to fly an Escort.

    Sorry for being off topic. :o

    well if your not using an escort never mind. if you do, and you use DCs over DHCs, your not going to do well. you will learn to love the effect they have on shield faceings then. i know what you mean about escorts, i use more off beat escorts like ships like destroyers because i hate that they are the only dangerous ships, and large ships of the line are helpless.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    I have a couple of concerns with this build. First off Im not sure it makes the best use of the temporal sets chroniton torp proc. Why not put a chroniton torpedo? Second from the way you layed out your build it looks like your putting the disruption device on the rear which could work but without omega pattern, and RCS acc. or some other means to turn around quickly I dont see how this will get used to maximium effect. Third Im not sure I see the benefits of using the borg engines or deflector. I was considering using the omega engines because (and I could be mistaken about this) the hyper-engine quality should allow me to be able to out menuver my opponent. Even if this is incorrect why not use HG or Maco engines/deflector?

    Basicly I was thinking of using the temporal destroy as a movement disabler, purhaps this is a poor tactic?

    the torp is aft because its not part of your primary offense, its mostly there to complete the set bonus. using a slow heavy HY torp with a 2 cannon, beam overload alpha is pretty tricky, and your to low on tac stations to use canons, torps and beams in my opinion. against other fast moving escorts, chronos proc is not that useful, it is cleared by APO. other ships are already slow so its a bit redundant on them, thought it will lower defense score

    the borg set 2 part is good for heals, but honestly a fast engine is a better defense on an escort, i dont even use the borg set at all anymore on anything. i made that build a wile back, it might be due for an overhawl. a TB is the best way to counter your lower turn rate, attack hard and with everything when you see gaps in TT and
    Okay that makes sence because of the Autonomous Regeneration Sequencer, but im still wondering how to leverage the chroniton torp proc and the temp. disruption device effectively if the temp device is placed on the back and there arnt boff abilities to increase turn rate or speed also the lack of chroniton torps doesnt take advantage of the boost that the temporal set gives chroniton.

    if you want chrono procs, mines are best. using a heavy torp like that well is difficult, and with the DBB part of the set theres no room for it up front.
  • edited March 2013
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    if you go to the Skill tab, he has his skill point allocation set up....

    pretty hard to judge the skill tree when i have no idea what he wants to use it for, what its station powers are , and what its armed with
  • edited March 2013
    This content has been removed.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2013
    The Brakes

    -or-

    How I Learned to Stop Worrying

    and

    Love Dual Heavy Cannons




    Ship: Science Vesta (Multi-Mission Surveillance Explorer)

    -[Weapons]-

    Fore Weapons: 2 Phased Polaron Dual Heavy Cannons Mk XI [Acc][CrtH], 1 Phased Polaron Dual Beam Bank Mk XI [Acc]x2

    Aft Weapons: 2 Phased Polaron Turrets Mk XI [Acc][Dmg]*, 1 Phased Polaron Beam Array Mk XII [Acc]x2

    *[Acc]x2 would be preferable

    -[Equipment]-

    Deflector: Omega Mk X

    Engine: Omega Mk X

    Shield: M.A.C.O. Mk X**

    **Elite Fleet Shield would be a better choice if available

    -[Consoles]-

    Engineering Consoles: Neutronium Mk X / Sympathetic Fermion Transceiver

    Science Consoles: 5 Flow Capacitor Mk XI***

    Tactical Consoles: 3 Polaron Phase Modulators Mk XI

    Hangar: Runabouts

    ***Romulan Variants from Embassy highly recommended

    -[Bridge Officer Powers]-

    Commander Science: Hazard Emitters 1 / Transfer Shield Strength 2 / Energy Siphon 2 / Energy Siphon 3

    Lieutenant Commander Tactical: Tactical Team 1 / Cannon Rapid Fire 1 / Target Sub-System: Engines 3

    Lieutenant Tactical: Tactical Team 1 / Cannon Rapid Fire 1

    Lieutenant Engineer: Emergency Power to Shields 1 / Reverse Shield Polarity 1

    Ensign Science -or- Engineer:**** Tractor Beam 1(Science Team 1) / Emergency Power to Shields 1

    ****If you're facing an opponent who is stacking placates (particularly the Romulan T4 passive and KHG shields), you'll get more mileage out of Science Team or Emergency Power to Shields than your own Tractor Beam.

    -[Duty Officers]-

    2 Shield Distribution Officers, 1 Warp Theorist (E Siphon gains 25% chance to disable a subsystem), 2 Energy Weapons Officers (20 Sec reduction ins Target: Subsystems Cooldown)

    -[The Concept]-

    This ship is setup to do one thing, and one thing only: Control an opponent's movement through holds and engine power debuffs/disables. Attack Pattern: Omega and/or Evasive Maneuvers does jack-all for an opponent who has their engines offline or drained away.

    That said, PI will blunt the bulk of the effectiveness of your Siphons, though, their main purpose is in allowing you to cap weapon power and top 100 in all other subsystems, allowing you to turn well and haul tail when necessary without always being battery dependent.

    [More formatting changes to come, maybe]
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited March 2013
    I think the previous post could use some color !
    "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.”
  • redrickyredricky Member Posts: 1,004 Arc User
    edited March 2013
    @thegrimcorsair:

    Do you think you could get by dropping the DBB altogether? You could bring the rear array to bear fairly easily for the target subs and then have 3 DHCs up front. Just a thought.

    Also, if you're focused on engine drain have you tried out the TBR doff? If Omega is up they get hit with multiple pulses, all of which have a pretty high chance at an engine drain.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2013
    redricky wrote: »
    @thegrimcorsair:

    Do you think you could get by dropping the DBB altogether? You could bring the rear array to bear fairly easily for the target subs and then have 3 DHCs up front. Just a thought.

    Also, if you're focused on engine drain have you tried out the TBR doff? If Omega is up they get hit with multiple pulses, all of which have a pretty high chance at an engine drain.

    Being able to drain Engines and Sub-nuc without taking guns off target is more valuable than either being on Target with guns for a Nuc or taking the guns off target to target engines then getting back on target for a Nuc.

    I have not tried the TBR DOff as I do not possess it, nor likely the EC to purchase it. I've no idea how useful it'd be, but I suspect it would be less useful than being able to keep all my power levels capped virtually all the time. I'll see about using it this evening, though I'm skeptical of its effectiveness.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    Renim's resistance viewer tool has been updated! a new version of a tool that shows basicly real time what your targets shields and hull resistance is, based on the combat log after you activate it. think of it as an enhanced sensor array
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited March 2013
    well if your not using an escort never mind. if you do, and you use DCs over DHCs, your not going to do well. you will learn to love the effect they have on shield faceings then. i know what you mean about escorts, i use more off beat escorts like ships like destroyers because i hate that they are the only dangerous ships, and large ships of the line are helpless.

    I exactly know how you feel.

    I bought myself a Moebius (don't ask what i had to do to get enough money, lol), but i must say it's extremely nimble compared to my Mirror Assault cruiser. Maybe i just have to get accustomed to it. But i reach a turnrate of 43+ sometimes, that's really confusing if the ship overdrives in Battle, lol.
    Maybe this sounds crazy, but i really wish there where a way to make it a bit slower turning. When looking at the ships stats i never would have thought it being so fidgety.

    I tried your Moebius build, especially its BOFF, console and DOFF layout, and did some Fleet actions, missions and stuff i do everyday.


    But even if the ship isn't so nimble ayymore (i'm not certain if its me getting accustomized to it or the different BOFF powers), i can't get get the feeling of it being a improvement over my Mirror Assault Cruiser.
    That's not against your Build, but more just a matter of "feeling".

    Surely the Moebius got more firepower and it's survivability is almost the same, but still, it just doesn't feel like a Star Trek game anymore.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • maakurmaakur Member Posts: 15 Arc User
    edited March 2013
    I've been thinking about this for a while now:

    Since escorts are so flavor-of-the-month(s) right now, and especially for people who can't always have an organized PvP team but are occasionally thrown into PUGs - or even choose to play random - what would be the optimal build for taking down escorts?

    Goals:
    1. negate the escort's biggest advantage - its speed and turning (which also provide much of its defense/survivability)
    2. capitalize on the escort's biggest weakness - its squishiness
    3. be able to withstand high alpha strikes

    Regarding #1, the best strategy I've come up with is a variety of power drains; tractor beams, chronitons, and various other debuff-snares can be cleared with APO or PH but as someone pointed out earlier in the thread, all that free movement doesn't matter if you've got low engine power or engines offline. Thus, Polarons seem like the logical weapon choice, along with things like Leach, Tyken's, Energy Siphon, the Breen set, etc.

    Regarding #2, with comparably fewer shields to chew through than other ships, but a moderate amount of hull, it seems Kinetic damage is called for. Obviously you need some energy damage to punch through the shields initially, but once they're gone the aforementioned power drains should prevent them from regenerating too quickly and, since most escorts prefer powering engines & weapons over shields & auxiliary, even shield-healing science abilities won't be as much of a concern.

    Regarding #3, it's gotta have the same basic staples of any ship these days: RSP and TT at least. Other options for reducing spike damage would be things like the Borg 3pc, placate procs, Honor Guard shields, and defense bonuses (Aegis 2pc?). To avoid being pinned and losing all that defense, Polarize Hull or APO are needed too.

    Additionally, carriers are a nice way to harass an escort, as most escorts will have a difficult time killing multiple enemies at once if they are't in a cone for CSV. Recall doffs also provide bonus defense when needed (i.e. during alphas).

    TL;DR - looks like a Vesta with Polarons, some torps/mines & high aux

    All that having been said, so far in my tinkerings there are a few persistent walls I keep running into.

    Problems:
    1. The initial snare: Keeping an escort snared is easy; getting it snared in the first place can be tough, as it needs to be in range and likely in a weapon or ability firing arc of some variety (depending on which snare/drain we're using). There's always tractor beam, but they'll just APO out of it. Timeships are another option, but pricey. Catching an escort is an even bigger problem if not flying something with a high turn rate of its own, so cruisers seem off the table. And of course, even in an escort with a purple Mk XII turn console, I get flown around in circles by JHASs.
    2. Cloak: Problematic for its defensive potential here (obviously the offensive use informs Goal #3 above) - a Klingscort can battle cloak away on the verge of death and return with full health & shields, unsnared and ready to alpha you again. Charged Particle Burst is an option, but it competes with all our power draining abilities for precious boff slots; the Grappler console is another, but it has a very long cooldown. Buffing the daylights out of Sensors skill is a third, but I've never tried this myself and anecdotally I hear it's dicey, although we'd be running plenty of aux power for abilities already anyway. A smart opponent will use temporary stealth buffs like the Honor Guard 3pc to thwart this however.
    3. Offense vs. Defense: Even if I manage to slow an escort, generally this just means I can actually hit it for once but not necessarily do much damage. With chaining TT and all the passive heals in the game currently, even a snared/drained escort can be remarkably durable. It's difficult to have both enough defense to survive alphas while simultaneously being able to do enough damage to kill a smart escort. It seems like the right answer is to have just barely enough defense to survive the game's nastiest alpha and then dump as much else into offense as possible, but I'm still trying to find that point.

    Anybody else have thoughts/suggestions?
  • wuustawuusta Member Posts: 76 Arc User
    edited March 2013
    Hello everyone! So the other day I was Pvping with my Scourge R. I was on a team with pretty good Klinks (A lot of battle cruisers and cruisers). And the Fed team was just horrible. But they had 2 Mobius Temporal Destroyers. And they were VERY GOOD players. I don't know how they did it, but they were almost impossible to destroy with their Adaptive Shields. When I get my Fleet Scourge R I want to play just like them. I know they probably have really high gear and doff's. But can you guys give me at least what you use in your build? Currently this is what I have in my Scourge R.

    Weapons:
    Fore:
    Dual Disruptor Heavy Cannons Mk XII [acc] [dmg] [CrtH] X3
    Dual Distuptor Beam Bank Mk XII [acc]x2 [CrtD]
    Aft:
    Fleet Disruptor Turret [Dmg]x3 [Acc] X3

    Boff Abilities:
    Tac: TT1, CRF1, APO1, APO3
    Tac: TT1, CRF1, BO3
    Eng: EPtS1, RSP1
    Eng: EPtS1
    Sci: PH1, HE2

    Doff:
    Doff that decrease evasive maneuvers X3
    ???

    Shield: Fleet Cov. Shield [Cap]x3 [ResX] The one with phaser res
    Engine: Borg
    Deflector: Borg

    Consoles:
    Tac: Disruptor weapon dmg increaser X4
    Eng: RCS X3
    Sci: Borg, Shield Regen Increaser

    Power levels:
    Noob PvP: 100/50/25/25
    Normal PvP: 100/25/50/25
    Elite PvP (Against stronger people) 75/25/75/25
    PVE: 100/50/25/25

    As you can see I have a pretty solid build. It works pretty well, not a lot of people can beat me in a 1 vs 1. Now I just need to perfect it. It seems compared to the elite escorts and tac's flying around, my damage is not enough, and I can't speed tank as good as them, or even res. tank. So what is it you guys are doing to become so powerful? Can you guys please give me an idea of your build or what you are really using to tank and do so much damage (Boff, Doff, Equipment, Power). And would of you guys mind explaining how the adaptive fleet shield works?Sometimes I see a disruptor adaptive shield with a number 10, what does that mean? And like I mentioned before, I'm getting a Fleet Scourge R. Any builds on that would be nice too! Thanks everyone!

    -Wuusta
  • dummynamedummyname Member Posts: 99 Arc User
    edited March 2013
    Any science healbot captains that might be available after 5PM EST? I'd like to talk to someone about this build:

    http://sto-forum.perfectworld.com/showpost.php?p=7897771&postcount=547

    I especially want to go over the skill tree before I burn my respec.
    24 Hours a day, 365 days a week.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    wuusta wrote: »
    Hello everyone! So the other day I was Pvping with my Scourge R. I was on a team with pretty good Klinks (A lot of battle cruisers and cruisers). And the Fed team was just horrible. But they had 2 Mobius Temporal Destroyers. And they were VERY GOOD players. I don't know how they did it, but they were almost impossible to destroy with their Adaptive Shields. When I get my Fleet Scourge R I want to play just like them. I know they probably have really high gear and doff's. But can you guys give me at least what you use in your build? Currently this is what I have in my Scourge R.

    Weapons:
    Fore:
    Dual Disruptor Heavy Cannons Mk XII [acc] [dmg] [CrtH] X3
    Dual Distuptor Beam Bank Mk XII [acc]x2 [CrtD]
    Aft:
    Fleet Disruptor Turret [Dmg]x3 [Acc] X3

    Boff Abilities:
    Tac: TT1, CRF1, APO1, APO3
    Tac: TT1, CRF1, BO3
    Eng: EPtS1, RSP1
    Eng: EPtS1
    Sci: PH1, HE2

    Doff:
    Doff that decrease evasive maneuvers X3
    ???

    Shield: Fleet Cov. Shield [Cap]x3 [ResX] The one with phaser res
    Engine: Borg
    Deflector: Borg

    Consoles:
    Tac: Disruptor weapon dmg increaser X4
    Eng: RCS X3
    Sci: Borg, Shield Regen Increaser

    Power levels:
    Noob PvP: 100/50/25/25
    Normal PvP: 100/25/50/25
    Elite PvP (Against stronger people) 75/25/75/25
    PVE: 100/50/25/25

    As you can see I have a pretty solid build. It works pretty well, not a lot of people can beat me in a 1 vs 1. Now I just need to perfect it. It seems compared to the elite escorts and tac's flying around, my damage is not enough, and I can't speed tank as good as them, or even res. tank. So what is it you guys are doing to become so powerful? Can you guys please give me an idea of your build or what you are really using to tank and do so much damage (Boff, Doff, Equipment, Power). And would of you guys mind explaining how the adaptive fleet shield works?Sometimes I see a disruptor adaptive shield with a number 10, what does that mean? And like I mentioned before, I'm getting a Fleet Scourge R. Any builds on that would be nice too! Thanks everyone!

    -Wuusta

    looks like a solid build to me, its got all the important details, and the doffs are simple. remember that the fleet scorge has a sci ENS station though, its different from the retrofit for some reason.

    hitting hard effectively i find takes timing and watching active buffs. if your fighting a target and he has his TT perfectly timed with your tac station cooldowns, your going to be there for a wile, beating on someone rotting through defenses can get you no were. i like to pick a target thats receiving no healer and attacker attention, and try to hit him with as strong an alpha as possible, and call him as a target at the same time. if your lucky 3 cannons will drop a shield facing in a single fireing cycle and you can land a BO or torp hit at that exact moment. with defense passives, actives and procs so strong, more then ever its how much damage you can do in the space of a second that gets kills now.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    maakur wrote: »
    I've been thinking about this for a while now:

    Since escorts are so flavor-of-the-month(s) right now, and especially for people who can't always have an organized PvP team but are occasionally thrown into PUGs - or even choose to play random - what would be the optimal build for taking down escorts?

    sorry ive been ignoring the thread for a wile, finally gave this a good read and its actually a good bit of info for dealing with escorts. i'll link this in my advanced strategies and tactics section of the TOC.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    dummyname wrote: »
    Any science healbot captains that might be available after 5PM EST? I'd like to talk to someone about this build:

    http://sto-forum.perfectworld.com/showpost.php?p=7897771&postcount=547

    I especially want to go over the skill tree before I burn my respec.

    have you joined the OrganizedPvP chat channel? everyone looking at this thread should btw. join the channel and ask those that are on for help, you are almost assured to get good information

    How to join: /channel_join organizedpvp (must be typed in your chat box)
  • wuustawuusta Member Posts: 76 Arc User
    edited March 2013
    looks like a solid build to me, its got all the important details, and the doffs are simple. remember that the fleet scorge has a sci ENS station though, its different from the retrofit for some reason.

    hitting hard effectively i find takes timing and watching active buffs. if your fighting a target and he has his TT perfectly timed with your tac station cooldowns, your going to be there for a wile, beating on someone rotting through defenses can get you no were. i like to pick a target thats receiving no healer and attacker attention, and try to hit him with as strong an alpha as possible, and call him as a target at the same time. if your lucky 3 cannons will drop a shield facing in a single fireing cycle and you can land a BO or torp hit at that exact moment. with defense passives, actives and procs so strong, more then ever its how much damage you can do in the space of a second that gets kills now.
    What would you suggest for me to put in the Eng SCI? And what doffs do you think i should get? thanks
  • inosaskainosaska Member Posts: 0 Arc User
    edited March 2013
    No builds for Mirror Universe Vo'quv says many people have not experimented with it. Any idea's?
  • blurrachiblurrachi Member Posts: 70 Arc User
    edited March 2013
    GLAD TO SEE THIS FINALLY!!!!!!!!




    - Red Lantern@Blurrachi
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    inosaska wrote: »
    No builds for Mirror Universe Vo'quv says many people have not experimented with it. Any idea's?

    thats a good idea, i like its station setup, i'll have to wip one up at some point.
    blurrachi wrote: »
    GLAD TO SEE THIS FINALLY!!!!!!!!




    - Red Lantern@Blurrachi

    finally? this threads been around for quite a wile. predates the idea of boot camp by quite a lot as well.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited March 2013
    For those reading this guide and wondering how in the world stealth and perception work in space:

    Borticus Explains: Stealth vs. Perception!
    http://sto-forum.perfectworld.com/showpost.php?p=8504891&postcount=5
    Resist viewer! See shield/hull resists! Read about it here!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    lets talk about one of my favorite new toys

    the fleet MVAM

    this all would work on your standerd MVAM, only its a bit more fragile and is without the 5th tac console. that 5th tac console adds some to base damage, makeing your final total damage higher. tac buffs multiply by the final damage, so mostly only when you have lots of stacked tac buffs do you feel a difference between 4 and 5 tac consoles.

    Weapon

    3 DHC, 1 quantum, 3 turrets


    Stations

    TT1, CRF1, CRF2, APO3
    TT1, HY2
    HY1


    EPtX1, EPtS2

    TSS1, HE2, ___


    Equipment

    omega deflector

    omega engine

    maco/fleet elite resistant


    Consoles

    turn, MVAM

    3x fleet shield heal flow cap/particle gen

    5 weapon energy

    Doffs

    2 EPtX cooldown damage control doffs, 2 shield distribution doffs, 1 free slot for what you put in your sci LTC station.


    not only does this ship have huge damage potential like a bug, it also can have a nasty sci trick of some kind. ive used every good sci skill in that spot and they all add significantly to the ships threat. i'll go over them now

    TSS3- you could go heavily defensive, and use TSS3, HE2, and PH1 for maximum survivability, this is a stupidly hard to kill escort if you go down this path, and you still hit just as hard with weapons as ever. you may want to use EPtA1 with this, it will boost heals between aux batts. stick ether a 3rd damage control or shield distribution doff in your free spot.

    FBP2- you would use the particle gen consoles here, and an aux batt. with all that particle specing, and tac buffs, no one would dare keep shooting, unless they want to kill themselves. this is perfect for alpha strikes you can see coming, combine this with a counter alpha, and kill them before your torps can even impact them. you may want to use EPtA1 with this, it will boost the damage of FBP and heals between aux batts. stick ether a 3rd damage control or shield distribution doff in your free spot.

    TBR2- beat their hull directly for thousands of damage per pulse with this skill. combine it with APO and other tac buffs for best results. you would use the particle gen consoles here, and maybe EPtE1 with this. the more aux you have, the farther they will be pushed away, on this ship you primarily want it for damage though. there is a doff that disables engines with this, ether use it in the free spot or a 3rd damage control or shield distribution doff in your free spot.

    CBP2- use the flow cap consoles with this. this may seem an odd choice given PI resistance, but combined with cannon fire it can help kill a sliver of shield facing that would otherwise have prevented your torps from hitting hull. it also quickly identifies players with a bad spec, someone with not enough insulators will be devastated by your Tet glider and CPBs. this is also a delightful weapon to bring to FvK, if you can chase down running bops, they are so screwed, this skill will decloak them. annoying brel harassing your team? blast them with this and get the easiest kill there is. you may want to use EPtA1 with this, it will boost CPB damage and heals between aux batts. stick ether a 3rd damage control or shield distribution doff in your free spot, or use the CPB placate doff.

    PSW1- if anything, this is useful for breaking extend shields on your target. it can also if pulled off right, prevent someone from using TT in time and saving themselves from incoming torps.for the stun to even be half decent though, you need fully speced out decompilers. running the shockwave torp console with this will also get you the most out of decomp specing. there was a doff that lowers PSW cooldown, that did also effected the PWS torp console, but sadly no longer. theres a new PSW doff though, that creates aftershock PSW on everything your PSW hits, this can be devastating for several reasons. first, it can disrupt ALL ES on the field, and if it hits sapm and mine fields, fling enemies 15 clicks away. or actually kill carriers, hit with 8 or more shock waves from their pets.

    VM1- best for last proboly. no console boosts this, so stack flow caps again. this can be a spendy skill to use, decompilers is a tier 5 skill and expensive to max out for useing this. even with human doffs being very common, this is still one of your most lethal options. taking away the ability to move, shoot or heal for even a couple of seconds wile you shoot them is devastatingly effective. any of the EPtX1 skills will work fine with this, you might want EPtW to overcap, so your cannons are firieng at the highest energy level they can fire at. use the free doff slot for a VM doff, so they can be hit with additional offlines.

    if your feeling lucky, you can slot 2 of these offensive skills at once, like FBP2 and TBR1. you lose a hull or shield heal though. doing that might be better suited for the breen ship, you could have the universal for sci.


    the MVAM console greatly increases your turn rate and speed, with any of the 3, but especially the beta section. you can match a bug turn for turn with the beta section, you just have less raw hitpoints, and are down a copy of APO. make sure to use that LTC sci skill to compensate. with resistance being the thing that keeps you alive the most, loseing some hitpoints is not a big deal, your just as resistant as before. if you get killed and cant separate to another section right away, remove the console and replace it with another turn console, until you die again. unseperated, a ship with 16 base turn needs 2 turn consoles to keep up and be effective in a dog fight. not many ships can be this dangerous in so many ways, i would take this over a fleet defiant any day.
  • nettoazurenettoazure Member Posts: 0 Arc User
    edited March 2013
    Oh hello, I am trying out this Kumari Build that's a variant of my Fleet Defiant Build.

    http://www.stoacademy.com/tools/skillplanner/?build=RaikaT_0

    There's some changes from it like a relatively weaker aft with 1 Turret and stronger frontal barrage with 4 DHC's and 1 Rom Torp. It's certainly squishier due to only having 1 EPTS.

    I do also plan to switch the MACO Resilient shield to a Elite Fleet Resist version once our fleet gets to Tier 4. But I am still debating whether to keep the 2 pc Borg or get a Elite Fleet Hyper-Impulse [Spd]x3 later on.

    As for weapons Phased Tet DHC/Turrets [Acc]x2 was out of my price range so I had to settle for [CritH]x2's instead. I might switch them over to the new Adv. Fleet Tetryon [Acc]x2 [Dmg]x2's but I do like having the Phaser proc.

    Doffs are: 3 Shield Distribution and 1 TT Conn Doff and 1 Evasive maneuver Doff.

    Any comments would be welcome.
  • ocp001ocp001 Member Posts: 0 Arc User
    edited March 2013
    Drunk on your MVAM build why not photonic shock wave for a shield interrupt?
  • trintrektrontrintrektron Member Posts: 73 Arc User
    edited March 2013
    mavhax wrote: »
    This ship, is the Old, RA level Advanced Escort. It's for people that don't have that initial Ferrari Budget that many of the older hands pvpers have. I will have the Ideal Gear, along with it's present gear listed, (same with Doffs) this ship is surprisingly still competitive even after 3 years. The position of two powers have changed and that's all since I made this ship way back in the day, plus the addition of Doffs and gear sets. Presently I have 0 Rep grinded.

    Azn Rep Grind: (Ideal) Rommy T2:Crit Chance T4: I suspect the placate is going to get changed. I'd go Secondary Shielding, especially with all the plas torps in pvp right now.
    Borg/Omega: T2 If you do alot of pugging the hull repair nanites. T4: Graviton Amplifier.

    Advanced Escort.
    Weapons: AccX2 CrtD XI Tetryon Dual Heavy Cannons X3 (want to upgrade to XIIs), XI CrtDX2 CrtH Quantum Torpedo.
    3 AccX2 CrtD Tetryon Turrets. XI

    Deflector: Borg
    Engine: Borg
    Shield: Maco Mk X (will be replaced with the Elite Fleet Shield once my guild unlocks it)

    Consoles:

    Eng: 1 MVAM Console. (optional. If you bought the mvam already might as well use it's console. If not then replace this with an Ablative Hull, or even better the + to crit chance Rommy Console. Honestly once I get there I'm probably going to drop the MVAM console entirely. The bug is -still- quicker, as is the defiant and bops even in MVAM beta command might as well crit them harder) 1 Borg.

    Sci: Flow Cap or Particle Generator, 2 Field Generators
    Tac 4 Tetryon Pulse Generators XI blues. (you know what the ideal is. XII purple)

    Boffs:
    Cmdr: APO3, CRF2, THY2, TT
    Lt Cmdr: APD2, THY2, TT What? No second CRF? You'll see why.
    LT Eng: EPTS1 EPTS2
    LT Sci: Here's where the variables start. Primary attack mode. Polarize Hull1, TSS2
    Ens Sci: Tractor Beam 1
    Variant LT Sci. TSS1, Feedback Pulse 1. Ens sci PH. Variant 2: TSS1, TBR1. Ens Sci PH1. Variant 3: HE1, TSS2, Ens sci. TSS1.

    DOFFS: 2 Energy weapon specialists. (cannon attack type) 2 Shield Distribution officers (right now all of these are Blue on my ship) 1 Torpedo officer purple.
    Ideal Doffs: 2 Energy Weapon Specialists (purple), 2 Attack Pattern Doffs (purple), 1 Shield Distribution officer (purple)
    Variant 2 Doffs. 2 Energy weapon Specialists, (cannons again) 2 SDOs, and Tractor Beam Officer, for Tractor beam repulsors. This gives your TBR a potent Engine Power Drain attack.


    Between Tac Initiative, and the Cannon doffs you'd be amazed at just how many CRFs you can pump down range. My average up time for CRF2, is only 5 seconds off from perfect chaining, and as often as not, I can perfect chain it. This also lets me run HY2 which is by far the most effective of the HYs in the game. HY1 does not give you enough torpedoes to use effectively, and they can miss. HY3 has a far far too high opportunity cost, for a minimal gain in damage and an even smaller gain in Effective Damage.

    If I ever get the Attack Pattern Doffs, this gives me perfect cycling of APO3s and APD2s 100 percent of the time barring the odd sub nuke. APD2 fits -perfectly- between the shared CD of APO as well. So presently you can fit it in for either yourself or a team mate, between the Shared CD when Tac Initiative is up.

    Even premade v premade I've found people can live through the quad DHC setup because at the end of the day the damage is still coming in piecemeal. It's much harder for a healer to have the Twitch necessary to help someone survive 3 6k Torpedoes (average damage. Realistically one of those is going to crit for 15k or more if they are fired properly).


    I like this build. I am running something very similar on my tac (mirror patrol) and on my sci. I only wish that TB2 was viable. It just doesn't seem to help much. But I want my tac escort todo something special. She has the astrophysicist trait for that reason but with science abilities the way they are now I am not sure which way to go.
    I thought I took the Blue Pill.......:(
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