defiant? well i can wip up something fast and real quick. might make a beter post for this later if i have time
fast and dirty would look something like this. substitute the torp and torp skills with a DBB and BO if you desire
3 DHC, 1 quant, 3 turrets
TT1, CRF1, CRF2, APO3
TT1, THY2, APO1
HY1
EPtE1, EPtS2 TSS1, HE2
damage control and BFI doffs
any combination of turn, armor, and universal consoles your comfortable with, and 5 energy damage consoles.
i like fleet elite shield or maco, with omega deflector and engine for high speed and a boost to acc. new sets as in rep stuff? not really a good fit, cant beat brute force spike, thats what the defiant does best
this is the part were i would write paragraphs about tactics, but its as simple as decloak and try to take them out in a single pass, speed tank and then try again when you get your second cannon and torp/beams skill cooled down. if you arent CRFing someone, just fly defensibly, dont stop moving. anyone else with cannons shooting at you, try to get directly above or below them.
nice and simple, ive been meaning to go back and write detailed posts on old favorites like this, but just haven't had the time.
Sorry yeah i was asking about rep sets and amaco set, you see im hoping to make my defiant dog fight in pve and pvp,
With high defence and dps and will deuterium surplus help ?
Sorry yeah i was asking about rep sets and amaco set, you see im hoping to make my defiant dog fight in pve and pvp,
With high defence and dps and will deuterium surplus help ?
id stick with the 2 part omega or borg, with ether maco or elite shields if you have access. deuterium surplus is good for an extra mini evasive, but not all that needed on a ship that already has EPtE and 2 copies of APO. you will be plenty zipy.
1. what do you think will be the best warp core.
2 traits for a tatical defiant dog fight captian like me ?
3 should I use evasive maneuvers doffs
warp cores im still completely clueless about. get all the space traits you can, accurate and elusive first and foremost, then any other space traits. i find BFI doffs, for the extra shield heal more useful then the evasive boffs. like i said, your already very zipy
Hey guys, does anyone use the Chroniton Beam Array on their Jem Bug for PVP??
its a good AP DBB, and good to use if you already use AP weapon. the chrono proc is nice, just dont rainbow your build, using it means you need all AP weapons and AP tac consoles
Milo, if your main objection to the Borg set is appearance, you should know, you can disable visuals on ship pieces that have them, a fact for which I am grateful every time I look at my Patrol Escort and do not see the MACO shield's awful grey-washing of the paint job.
Gen
=================
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
Lol I made the transition from blue side to red side
And I realized, I really need a good mentor on BoPs
Most the time I queue I meet DDIS in the unrelenting steamy. That is one epic build you got on it. Is it 2x A2B with techies? Lol all I can do is dump skills and bail, if lucky I survive.
your doffs seem pretty inefficient. you have 2 APO, so the AP doff isnt helping. if you could get one more, and use APD1, you could drop APO1 and have full AP uptime. you also got 2 CRF, but a CRF doff. i'd use this station setup with these doffs
Hello. Newbie here. While I've been an ardent reader of PvP forums over the last year, I've never found the courage to post. But I've been trying a new hybrid build concentrated around Particle Generators and I would appreciate you feedback. Especially concerning weapons, since these seem like the biggest concern for me (In a sense that they don't do much dmg). Energy is 100 Aux bias with about 40 into weapons, 30 into shields and 30 into engines. And I realize there are quite many shield heal powers in this build, but I tend to rely on BFI doffs and Reverse and cast TSS mostly on others.
Ship: Science Vesta Variant
Fore Weapons: 1x Fleet Advanced Dual Phaser Beam Bank [Acc]x2 [Dmg]x2
2x Aux Phaser DHC [Acc]x2 [Dmg]x2
Consoles:
Eng: Neutronium Alloy Mk XII (Purple) / RCS Accelerator Mk XII (Purple)
Sci: 3x Particle Generators Mk XII (Purple) / 1x Emitter Array Mk XII (Purple) / 1x Field Generator Mk XI (Blue)
Tac: 3x Phaser Relay Mk XI (Blue)
Bridge Stations: Lt. Tac. - Tactical Team I / Cannon Rapid Fire I Lt. Eng. - EPtS 1 / Reverse Shield Polarity I Ens. Eng. - EPtS 1 Cmdr. Sci. - Tractor Beam I / Transfer Shield Strength II / Gravity Well I / Feedback Pulse III LtCmdr. Sci. - Science Team I / Hazard Emitters II / Transfer Shield Strength III
Should I ditch DBB for beam array, since I don't use BO and have beams mainly for subsystem targetting? Or switch to APD and remove that Sensors Officer? Or add another RCS? Any advice is appreciated.
Science for the win. / Czechoslovak Fleet 1st Division
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:
negate the escort's biggest advantage - its speed and turning (which also provide much of its defense/survivability)
capitalize on the escort's biggest weakness - its squishiness
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:
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.
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.
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?
I've have very good results, especially in one on one pvp battles with using FBP. I fly a cruiser. I try to be balanced in my approach - so I don't double up on any type of weapon or torp - I try to get the procs. So I have a Polaron cannon, polarized dual beam disruptor, (fore); Phaser turret, Tetryon beam (aft); Wide angle quantum, Omega Reward Plasma torp (fore); Borg Cutting beam, Breen Transphasic (aft). I run with two FBP - lvl 1 and lvl 2, and 2 RSP - lvl 1 and lvl 2; I have lvl 3 Aux to Struc (15 sec cooldown is great), polarize hull lvl 1, HE lvl 2, Jam Sensors lvl 1, TT (with doffs - cooldown is 15 secs so I only need one) and Attack pattern Delta, and two lvl 1 Emergency power to shields. My dps is fine for PVE, in pvp which do 99% of the time, my dps is directly related to how much dps is being done to me. With Aux at 125, by the way I use 2 piece borg and MACO shields, my FBP lvl 2 deals 87% feedback damage, and lvl 1 deals 71% - at it's lowest around 30 aux power - lvl 2 fbp deals 67% and lvl 1 deal 51%.
I'm not an easy kill so most people don't like fighting me. I guess it's annoying for them when they can't just pop someone on their alpha. If an escort's not careful and I'm ready for them - my lvl 2 FBP (using Polarize hull to reduce bleedthrough damage) can cause enough feedback for them to blow themselves up if they hit with a critical. I'm a sci captain, but I've heard that a tac captain can really do serious damage with fbp becuase of their captain skills like Go Down Fighting. There's a secret on how to get you FBP maxed out - the highest the game allows at lvl 3 is .98% - my Intrepid had that - it's nasty. I've gotten many compliments too on my build. More compliments than complaints - the complaints are usually - you can't kill me cause you do no real damage. I say "whatever".
Here's what so amussing to me - I'm in a battle against and escort and their ship is lite up like a christmas tree from all the boff skills and captain skills their using. I'm using one or two and I'm thinking to myself - you're doing all that for lil ole me - ah, how sweet.
I've have very good results, especially in one on one pvp battles with using FBP. I fly a cruiser. I try to be balanced in my approach - so I don't double up on any type of weapon or torp - I try to get the procs. So I have a Polaron cannon, polarized dual beam disruptor, (fore); Phaser turret, Tetryon beam (aft); Wide angle quantum, Omega Reward Plasma torp (fore); Borg Cutting beam, Breen Transphasic (aft). I run with two FBP - lvl 1 and lvl 2, and 2 RSP - lvl 1 and lvl 2; I have lvl 3 Aux to Struc (15 sec cooldown is great), polarize hull lvl 1, HE lvl 2, Jam Sensors lvl 1, TT (with doffs - cooldown is 15 secs so I only need one) and Attack pattern Delta, and two lvl 1 Emergency power to shields. My dps is fine for PVE, in pvp which do 99% of the time, my dps is directly related to how much dps is being done to me. With Aux at 125, by the way I use 2 piece borg and MACO shields, my FBP lvl 2 deals 87% feedback damage, and lvl 1 deals 71% - at it's lowest around 30 aux power - lvl 2 fbp deals 67% and lvl 1 deal 51%.
I'm not an easy kill so most people don't like fighting me. I guess it's annoying for them when they can't just pop someone on their alpha. If an escort's not careful and I'm ready for them - my lvl 2 FBP (using Polarize hull to reduce bleedthrough damage) can cause enough feedback for them to blow themselves up if they hit with a critical. I'm a sci captain, but I've heard that a tac captain can really do serious damage with fbp becuase of their captain skills like Go Down Fighting. There's a secret on how to get you FBP maxed out - the highest the game allows at lvl 3 is .98% - my Intrepid had that - it's nasty. I've gotten many compliments too on my build. More compliments than complaints - the complaints are usually - you can't kill me cause you do no real damage. I say "whatever".
Here's what so amussing to me - I'm in a battle against and escort and their ship is lite up like a christmas tree from all the boff skills and captain skills their using. I'm using one or two and I'm thinking to myself - you're doing all that for lil ole me - ah, how sweet.
This build is an abomination and has no place in this thread. This almost has to be a sock puppet account created for trolling.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
A quick question, how many points of Insulators, Sensors and Dampeners, Hull Plating/Armor Reinforcements are worth taking for an escort ship nowadays for the best effect?
DeDe you are boy
make a big noise heavy torpin in the queues
gonna fly a big bird one day
you got mud on your face
you big disgrace, kickin the devs all over the place
|: we want wE waNT WARBIRDS
DeDe you're a man
hard hitting alpha cloakers win
gonna take on the feds one day
you got blood on your face,
you big disgrace, kicking the devs all over the place
|: we want wE waNT WARBIRDS
DeDe, you're an old man,
poor man trannies smashin' hull
gonna make you some plates someday
You got mud on your face
you big disgrace, somebody better put you back into your place
A quick question, how many points of Insulators, Sensors and Dampeners, Hull Plating/Armor Reinforcements are worth taking for an escort ship nowadays for the best effect?
my personal recommendations on EVERYTHING would be
9 to insulators
6 to threat control
6 to energy armor
and not bothering with sensors, dampners, subsystem repair, or kinetic armor (threat control buffs energy and kinetic armor, that will give you enough)
i just dont see a rate of return with any of those skills even close to being worth any points in them. dampeners doesn't seem to effect TB hold, just lets you not get pushed by tbr. if tbr is tac buffed, or from a crazy npc, you want to get away from it anyway. stuns dont tend to last long enough even at 0 ID to be all that deadly. if your crews dead every point in subsystem repair seems to do nothing, and everything kills crew. sensors can buff a few skills, and stealth detection, but as a counter to sensor disrupting attacks, well they arent dangerous enough to you to warent points in them over something else.
DeDe you are boy
make a big noise heavy torpin in the queues
gonna fly a big bird one day
you got mud on your face
you big disgrace, kickin the devs all over the place
|: we want wE waNT WARBIRDS
ya, i got a feeling the ships have received their final pass. chater about changing them has died down, except people that want the mogai to be another breen ship.
i can give good reasons to buff the d'deridex turn rate and say them 100 times, but they are to stubborn to break from their head canon about that ship and other cruisers to improve cruiser turn rates. even if it would get them more sales, and be harmless to balance. because those slow turners are so underpowered right now they are near hopeless, vast upgrades would be required for them to break even at this point.
well, got a little side tracked there. my plans for romulan ship builds coming soon
*spoiler* hope you like tech doffs, cause every one of those warbirds can use them...
my personal recommendations on EVERYTHING would be
9 to insulators
6 to threat control
6 to energy armor
and not bothering with sensors, dampners, subsystem repair, or kinetic armor (threat control buffs energy and kinetic armor, that will give you enough)
i just dont see a rate of return with any of those skills even close to being worth any points in them. dampeners doesn't seem to effect TB hold, just lets you not get pushed by tbr. if tbr is tac buffed, or from a crazy npc, you want to get away from it anyway. stuns dont tend to last long enough even at 0 ID to be all that deadly. if your crews dead every point in subsystem repair seems to do nothing, and everything kills crew. sensors can buff a few skills, and stealth detection, but as a counter to sensor disrupting attacks, well they arent dangerous enough to you to warent points in them over something else.
Doesn't Sensors affect the Sci captain ability Sensor Scan? Cause that would be a pretty big caveat for that skill, IMO.
actually meant to set up a build for this, now that its going to be more usable and desirable then ever. the change to RCS consoles will mean you can get this ship turrning beter then ever. this ship is basicly a kdf cruiser, with more of a fed cruiser turn rate. but it should turn well enough after LoR to be used like a kdf cruiser
4 turn consoles 3 universals of field gens 3 energy damage tac consoles
doffs- 3 purple tech, 2 BFI
i expect a turn rate close to 30 with that, and more most of the time. the battle mode will help a bit too. it should be plenty durable and hit hard, with all its abilities at their global thanks the the tech doffs. might have to pick one up myself, due to the LoR turn console buff
this thing has the great big torp of doom console, and a synergy bonus toward using torpedoes that cant be ignored. (+10% Projectiles Damage, 25% Cooldown Reduction for Projectiles)
1 turn, zero point, 1 armor Plasma Destabilizer, Singularity Stabilizer, borg 3 or 4 energy damage tac consoles
doffs- 3 purple tech, 2 BFI
APO3 at its global is one of the best parts about tech doffs, that and every other skill. a bargain compared to AP doffs, and so much better if you got 2 LT eng slots to use them with. the bonus of extra power to work with will be all the more beneficial for warbirds too. just dont shoot yourself in the foot, draining your aux down to 5 and then battle cloaking. once maco shield or leach stacks run out you will quickly become viable. make a habit in swapping to a preset with aux set to at least 50 every time you cloak. wouldn't want to shoot yourself in the foot wile battle cloaking.
this basically looks like a kdf vet ship thats more compact, has 4 more base turn, an unideal ENS station, and better shield hitpoints in exchange for 2 seconds less of life during bare hull exposure. what an incredible bargain.
a brel style setup would be so totally different. dont expect something like that from me, thats something that takes a lot of trial and error to dial in, and i have never tried it. i have no information or experience to give. i invite anyone who does to take a crack at such a build though.
this ship has plenty of nefarious potentual with the LTC sci. i dont think you can go wrong with VM1 here. since this will also be a 2 AtB build, i wouldn't recommend a heal in the LTC slot. with its 2 console set bonus, it can make up for itself not having the escort defense score bonus (Increases Defense by up to 10 based on flight speed, +5 to Shield Power)
1 turn, 1 EPS borg,Singularity Inverter, Sabotage Probe 4 or 5 energy damage tac consoles
doffs- 3 purple tech, 2 vm system doffs
more tech doffs, a bit more hitpoints, more damage dealing, with more disabling. i think this is the first 2 AtB escort with 5 tac consoles, that doesn't also give you a fail build. just another solid escort like ship. should prove very dangerous and powerful.
It also means things like Jam Sensors, Scramble Sensors, and placates in general will have reduced a duration when applied to you.
Well, the stealth debuff might be slightly more useful now that Romulans with Battle cloaks are added.
Jam/Scramble/placate resists - hm, these don't last very long anyway, most people don't spec into countermeasures and even if you are hit by them, they are not a direct threat. I might be wrong on that though.
actually meant to set up a build for this, now that its going to be more usable and desirable then ever. the change to RCS consoles will mean you can get this ship turrning beter then ever. this ship is basicly a kdf cruiser, with more of a fed cruiser turn rate. but it should turn well enough after LoR to be used like a kdf cruiser
4 turn consoles 3 universals of field gens 3 energy damage tac consoles
doffs- 3 purple tech, 2 BFI
i expect a turn rate close to 30 with that, and more most of the time. the battle mode will help a bit too. it should be plenty durable and hit hard, with all its abilities at their global thanks the the tech doffs. might have to pick one up myself, due to the LoR turn console buff
Thank you for your reply dontdrunk, yesterday I began the changes in the ship, today i will change my captain abilities for that build :)
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Comments
Sorry yeah i was asking about rep sets and amaco set, you see im hoping to make my defiant dog fight in pve and pvp,
With high defence and dps and will deuterium surplus help ?
1. what do you think will be the best warp core.
2 traits for a tatical defiant dog fight captian like me ?
3 should I use evasive maneuvers doffs
id stick with the 2 part omega or borg, with ether maco or elite shields if you have access. deuterium surplus is good for an extra mini evasive, but not all that needed on a ship that already has EPtE and 2 copies of APO. you will be plenty zipy.
warp cores im still completely clueless about. get all the space traits you can, accurate and elusive first and foremost, then any other space traits. i find BFI doffs, for the extra shield heal more useful then the evasive boffs. like i said, your already very zipy
its a good AP DBB, and good to use if you already use AP weapon. the chrono proc is nice, just dont rainbow your build, using it means you need all AP weapons and AP tac consoles
Gen
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
And I realized, I really need a good mentor on BoPs
Most the time I queue I meet DDIS in the unrelenting steamy. That is one epic build you got on it. Is it 2x A2B with techies? Lol all I can do is dump skills and bail, if lucky I survive.
Chroniton Beam Array
Aft Weapons: Fleet Antiproton Turret accx2 dmgx2
Kinetic Cutting Beam
Temporal Distruption Device
Deflector: Borg mk xii
Engine: Borg mk xii
Shield: Elite Fleet Res Type A
Devices: Red Matter / Subspace Field Modulator
Eng: Borg console / ZPEC / Tachyokenetic Converter / Neutronium alloy mk xii (very rare)
Sci: Field generator mk xii (very rare)
Tac: 5x Mag Regulators mk xii (very rare)
Bridge layout: Lt sci - ST 1 / HE 2
Lt eng - EPS 1 / EPS 2
Cmdr Tac - TT 1 / BO 2 / APO 1 / APO 3
Lt Cmdr Tac - BO 1 / CRF 1 / CRF 2
Ens Eng - ET 1
DOFFS: TT recharge (very rare)
2x Shield Distribution Officer (very rare)
Attack pattern recharge (very rare)
CRF recharge (very rare)
What do you guys think???
your doffs seem pretty inefficient. you have 2 APO, so the AP doff isnt helping. if you could get one more, and use APD1, you could drop APO1 and have full AP uptime. you also got 2 CRF, but a CRF doff. i'd use this station setup with these doffs
TT1, APD1, BO3, APO3
TT1, BO2, CRF2
2 AP, 2/3 CRF, 1/0 BFI
Ship: Science Vesta Variant
Fore Weapons: 1x Fleet Advanced Dual Phaser Beam Bank [Acc]x2 [Dmg]x2
2x Aux Phaser DHC [Acc]x2 [Dmg]x2
Aft Weapons: 1x Fleet Advanced Phaser Beam Array [Acc]x2 [Dmg]x2
2x Fleet Advanced Phaser Turret [Acc]x2 [Dmg]x2
Deflector: Adapted MACO Mk XII
Engine: Adapted MACO XII
Shield: Elite Fleet Covariant [ResA]
Devices: Subspace Field Modulator
Consoles:
Eng: Neutronium Alloy Mk XII (Purple) / RCS Accelerator Mk XII (Purple)
Sci: 3x Particle Generators Mk XII (Purple) / 1x Emitter Array Mk XII (Purple) / 1x Field Generator Mk XI (Blue)
Tac: 3x Phaser Relay Mk XI (Blue)
Bridge Stations:
Lt. Tac. - Tactical Team I / Cannon Rapid Fire I
Lt. Eng. - EPtS 1 / Reverse Shield Polarity I
Ens. Eng. - EPtS 1
Cmdr. Sci. - Tractor Beam I / Transfer Shield Strength II / Gravity Well I / Feedback Pulse III
LtCmdr. Sci. - Science Team I / Hazard Emitters II / Transfer Shield Strength III
DOFFS:
2x Shield Distribution Officer (Purple)
1x Sensors Officer (Purple)
1x Gravimetric Scientist (Purple)
1x Warp Core Engineer (Blue)
Should I ditch DBB for beam array, since I don't use BO and have beams mainly for subsystem targetting? Or switch to APD and remove that Sensors Officer? Or add another RCS? Any advice is appreciated.
I'm not an easy kill so most people don't like fighting me. I guess it's annoying for them when they can't just pop someone on their alpha. If an escort's not careful and I'm ready for them - my lvl 2 FBP (using Polarize hull to reduce bleedthrough damage) can cause enough feedback for them to blow themselves up if they hit with a critical. I'm a sci captain, but I've heard that a tac captain can really do serious damage with fbp becuase of their captain skills like Go Down Fighting. There's a secret on how to get you FBP maxed out - the highest the game allows at lvl 3 is .98% - my Intrepid had that - it's nasty. I've gotten many compliments too on my build. More compliments than complaints - the complaints are usually - you can't kill me cause you do no real damage. I say "whatever".
Here's what so amussing to me - I'm in a battle against and escort and their ship is lite up like a christmas tree from all the boff skills and captain skills their using. I'm using one or two and I'm thinking to myself - you're doing all that for lil ole me - ah, how sweet.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
DeDe you are boy
make a big noise heavy torpin in the queues
gonna fly a big bird one day
you got mud on your face
you big disgrace, kickin the devs all over the place
|: we want wE waNT WARBIRDS
DeDe you're a man
hard hitting alpha cloakers win
gonna take on the feds one day
you got blood on your face,
you big disgrace, kicking the devs all over the place
|: we want wE waNT WARBIRDS
DeDe, you're an old man,
poor man trannies smashin' hull
gonna make you some plates someday
You got mud on your face
you big disgrace, somebody better put you back into your place
|: we want wE waNT WARBIRDS
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
my personal recommendations on EVERYTHING would be
9 to insulators
6 to threat control
6 to energy armor
and not bothering with sensors, dampners, subsystem repair, or kinetic armor (threat control buffs energy and kinetic armor, that will give you enough)
i just dont see a rate of return with any of those skills even close to being worth any points in them. dampeners doesn't seem to effect TB hold, just lets you not get pushed by tbr. if tbr is tac buffed, or from a crazy npc, you want to get away from it anyway. stuns dont tend to last long enough even at 0 ID to be all that deadly. if your crews dead every point in subsystem repair seems to do nothing, and everything kills crew. sensors can buff a few skills, and stealth detection, but as a counter to sensor disrupting attacks, well they arent dangerous enough to you to warent points in them over something else.
ya, i got a feeling the ships have received their final pass. chater about changing them has died down, except people that want the mogai to be another breen ship.
i can give good reasons to buff the d'deridex turn rate and say them 100 times, but they are to stubborn to break from their head canon about that ship and other cruisers to improve cruiser turn rates. even if it would get them more sales, and be harmless to balance. because those slow turners are so underpowered right now they are near hopeless, vast upgrades would be required for them to break even at this point.
well, got a little side tracked there. my plans for romulan ship builds coming soon
*spoiler* hope you like tech doffs, cause every one of those warbirds can use them...
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
i did mention it buffs certain things. BUT for just putting points in it for resistance i think its a waste. i did carefully qualify that. :P
i know! i can quit anytime of course, but i dont have too!:D
Hi dontdrink
I try to make build to my ferengi eng, i began this thread then what can you recommend for me in my D?kora?
Thanks in advanced for your pvp help
On the nose, drake.
It also means things like Jam Sensors, Scramble Sensors, and placates in general will have reduced a duration when applied to you.
actually meant to set up a build for this, now that its going to be more usable and desirable then ever. the change to RCS consoles will mean you can get this ship turrning beter then ever. this ship is basicly a kdf cruiser, with more of a fed cruiser turn rate. but it should turn well enough after LoR to be used like a kdf cruiser
3 DHC, 1 torp, 4 turrets
TT1, CRF1, APO1
THY1
EPtE1, AtB1, EPtS3, DEM3
ET1, AtB1
HE1, TSS2
omega deflector
omega engine
maco/fleet elite shield
consoles-
4 turn consoles
3 universals of field gens
3 energy damage tac consoles
doffs- 3 purple tech, 2 BFI
i expect a turn rate close to 30 with that, and more most of the time. the battle mode will help a bit too. it should be plenty durable and hit hard, with all its abilities at their global thanks the the tech doffs. might have to pick one up myself, due to the LoR turn console buff
this thing has the great big torp of doom console, and a synergy bonus toward using torpedoes that cant be ignored. (+10% Projectiles Damage, 25% Cooldown Reduction for Projectiles)
3 DHC, 1 torp, 3 turrets
TT1, APD1, CRF2, APO3
THY1
or
TT1, THY2, CRF2, APO3
TS1
EPtE1, AtB1, EPtS3
ET1, AtB1
HE1, TSS2
omega deflector
omega engine
maco/fleet elite shield
consoles-
1 turn, zero point, 1 armor
Plasma Destabilizer, Singularity Stabilizer, borg
3 or 4 energy damage tac consoles
doffs- 3 purple tech, 2 BFI
APO3 at its global is one of the best parts about tech doffs, that and every other skill. a bargain compared to AP doffs, and so much better if you got 2 LT eng slots to use them with. the bonus of extra power to work with will be all the more beneficial for warbirds too. just dont shoot yourself in the foot, draining your aux down to 5 and then battle cloaking. once maco shield or leach stacks run out you will quickly become viable. make a habit in swapping to a preset with aux set to at least 50 every time you cloak. wouldn't want to shoot yourself in the foot wile battle cloaking.
this basically looks like a kdf vet ship thats more compact, has 4 more base turn, an unideal ENS station, and better shield hitpoints in exchange for 2 seconds less of life during bare hull exposure. what an incredible bargain.
a brel style setup would be so totally different. dont expect something like that from me, thats something that takes a lot of trial and error to dial in, and i have never tried it. i have no information or experience to give. i invite anyone who does to take a crack at such a build though.
this ship has plenty of nefarious potentual with the LTC sci. i dont think you can go wrong with VM1 here. since this will also be a 2 AtB build, i wouldn't recommend a heal in the LTC slot. with its 2 console set bonus, it can make up for itself not having the escort defense score bonus (Increases Defense by up to 10 based on flight speed, +5 to Shield Power)
3 DHC, 1 DBB, 3 turrets/2 turrets+1 cutting beam
TT1, APD1, CRF2, APO3
BO1
or
TT1, CRF1, BO3, APO3
TSS:S1
EPtE1, AtB1,
EPtS1, AtB1
TSS1, HE2, VM1
omega deflector
omega engine
maco/fleet elite shield
consoles-
1 turn, 1 EPS
borg,Singularity Inverter, Sabotage Probe
4 or 5 energy damage tac consoles
doffs- 3 purple tech, 2 vm system doffs
more tech doffs, a bit more hitpoints, more damage dealing, with more disabling. i think this is the first 2 AtB escort with 5 tac consoles, that doesn't also give you a fail build. just another solid escort like ship. should prove very dangerous and powerful.
Well, the stealth debuff might be slightly more useful now that Romulans with Battle cloaks are added.
Jam/Scramble/placate resists - hm, these don't last very long anyway, most people don't spec into countermeasures and even if you are hit by them, they are not a direct threat. I might be wrong on that though.
Thank you for your reply dontdrunk, yesterday I began the changes in the ship, today i will change my captain abilities for that build :)
TRIBBLE builds, no fun, TRIBBLE advice
anyoine reading this use your intuitiion or like a second grader's insight
you'd do better
not the most mature way to handle getting owned
8 posts total, all made today. Hmmmm. :rolleyes:
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Did you see the blog about the 2pc bonus for running the Refit/Retrofit consoles for the T'varo?
http://sto.perfectworld.com/news/?p=887721
expect these builds to get updated after ive actually had a chance to touch them and use the consoles and see for my self any potential synergy
i'll proboly drop beams and recommend torps for the bop with that set bonus, for example