now i really need your help - ive bought 4 fleet modules and, well, i cant decide with romulan ship to choose... the ships im looking for are mainly the fleet dhelan or the fleet ha'feh, but i cant decide !
when i think in a build for the ha'feh, it looks better.... and when i think in a build for the dhelan, it looks better >.>
both ships are a2b capable... but if i put a2b in the dhelan itll be without rsp, thats the problem... and the problem in the hafeh is the useless 3rd eng ensign and "cant properly use bo"
the build ive been planning for both ships are quite similar to the ones ddis show in the 1rd page... switching vm for tbr thats all xD and for the hafeh is without bo and with et 1
going without rsp is suicide or not ? will the bo and the tbr do better job than the rsp and et ?
i really need help here !
[SIGPIC][/SIGPIC]
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !
now i really need your help - ive bought 4 fleet modules and, well, i cant decide with romulan ship to choose... the ships im looking for are mainly the fleet dhelan or the fleet ha'feh, but i cant decide !
when i think in a build for the ha'feh, it looks better.... and when i think in a build for the dhelan, it looks better >.>
both ships are a2b capable... but if i put a2b in the dhelan itll be without rsp, thats the problem... and the problem in the hafeh is the useless 3rd eng ensign and "cant properly use bo"
the build ive been planning for both ships are quite similar to the ones ddis show in the 1rd page... switching vm for tbr thats all xD and for the hafeh is without bo and with et 1
going without rsp is suicide or not ? will the bo and the tbr do better job than the rsp and et ?
i really need help here !
it sounds like the tvaro is the middle ground your looking for
it sounds like the tvaro is the middle ground your looking for
the stations are perfect for what i want, but with low hull, i should use et, making the hafeh better, again.... ive spoken with some guys in opvp chat and everyone said that i should only use the tvaro if i care about its ebc, since i dont... drawbacks for something i dont want .... ive tried most ltcomm sci skills and most of them doesnt compensate for the lack of a rsp... also the et can have its use in a battle cloaker...
looks like ill pick the fleet hafeh... yet it looks ugly,and comes from the hapax*cough*cough* ...:rolleyes:
[SIGPIC][/SIGPIC]
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !
Desc/notes section is also filled out with DOFF choices and such.
looks like a solid team ship, a ton of healing and all the painful kinetic weapon procs with some stuns too. these types of ships arent my specialty, but it looks good to me.
I'm building a plasma escort and I need some info:
The skill Particle Gens boost plasma DoTs? What about the sci console?
Wich plasma infuser console should I choose?
partial consoles only buff EWP dot. the embassy consoles, the plasma infused ones buff EWP too, and torpedo procs as well. plasma infusers got nerfed, they used to buff all plasma damage and procs, but now they just buff the energy weapons, no longer do they buff the torpedo and EWP dot. the + to plasma damage on the embassy consoles still buffs everything though
Any news on a scimitar build or any romulan dreadnought builds.
As Im having trouble on what trouble consoles to use.
I know particle gens embassy consoles boost the Thalaron Pluse, and New fleet armour are good to for turning,
its just if i about Borg/ romulan rep consoles and the 3 rom dread consoles. I also here the photonic leech is good to, but thats 7 consoles not adding weapons consoles
this is the first 3 pack ive get actually, the odyssey was a good heal boat but not much else, the bortas was basically an odyssey more then a real battle cruiser that could turn, dispute its high amount of tac consoles it could not be played as a real battle cruiser, and is of little interest as a result. the vesta and andorian ship id like to have, if they didnt have the cost associated with them. im sure eventually i'll have enough dil for them
but this scimitar, i got it on day 1. starting with a 7 turn rate, it can actually be made to work. its got cloaked alphas, enhanced turn rate 15 seconds out of cloak if you got a superior reman, and theirs not even a down side to cloaking because your shields dont fall. between those periods of cloak, you can make it turn alright with EPtE and a turn console or 2. the LoR change to those 2 things did a massive amount of good for large and lumbering ships to maneuver about easier. with EPtE, you can just exploit thier bad turn rate as much. you should have about a 20 turn rate between cloaks, and if you use the falchion and load up on more turn consoles you could conceivably get about 30 turn out of it
the scimitar is obviously going to deal the most damage, the falchion you can ether tank or turn best with, and the tulwar, i dont see much use for it outside stacking particle gens to make the tholian weapon deal the most damage. or well, i guess stacking 4 or 5 field gens if your really into shield capacity. i can get the scimitar to turn well enough, so im going to be using it. might dable in a max turn rate falchion a bit later.
this ship has the vet ship station setup, the best setup in the game. with it, you can set up every classic pure escort station setup, or have an abundance of sci or eng to go with top level tac skills. best feature of all, you can run a cruiser like 2 AtB build on it, giving you basically 2 COM tactical, 2 LTC eng stations, 4 ENS eng stations, and 2 sci LTs, with 2 more grab bag universal ENS skill. the down side is the very low average aux score. on this ship, that not only means weak sci heals without an aux batt, but decloaking yourself, or preventing you from cloaking for 10 second periods. this is were the very powerful tech doffs balance themselves well.
for your new rom characters, what veteran characters consider basic gear will be unavailable until you get through rep grinding. the aegis deflector, engine, and jem shield are the best basic stuff you can get untill you have enough fleet marks or rep ground out. in pvp, the thaloron weapon can be fun to set off sometimes, as long as you dont AtB yourself before using it, its damage is aux based. but in pvp i tend to strip off the secondary shield console and stick another turn console on. though i have thaloron'ed in pvp a few times to hilarious effect, and hilarious failure. people, please, if you see a scim using thaloron, be kind enough to issue him a TT, would you? that person cant use any skills, or even manually distribute wile charging up the attack.
anyone who uses battlecruisers, so like only me as far as i can tell, will be used to the slide that comes with the 20 inertia, and can use it to your advantage. EPtE will cause about 4 times the amount of sliding though, it can be a real handful, but its not going to be able to turn or position without it. you can alpha wile cloaked, use it! once AtB has cooled down your skills, and possibly decloaked you, alpha them again if they still live. you can keep a 30+ turn rate for 15 seconds with a good reman, at least long enough for your cloak to cooldown. some time during this a tractor beam can be helpful for keeping someone from moving on you to much. assuming you have aux at this point you might as well cloak again, and decloak alpha all over again. ive got to hand it to them, the ship really is just like it was in nemisis.
you should have enough to tank well, i prefer strong shield resistance over RSP and thus use EPtS3. if you get to the point were you need RSP, maybe you should have cloaked by now. the valdor console is literally always feeding you hitpoints, and TSS and quantum absorption with ET1 and HE1 at their global offer quite a lot of healing. the universal ENS could be used for TSS, and something more offensive used in the LT sci clot. like CPB for decloaking other scimitars, TBR to clear you some space, and well thats proboly all that could be useful.
i got my self a new toy, and got a little creative. its a 2 AtB build, with a COM sci with most of its damage coming from TBR3. its been quite a lot of fun, and is a bit different from your typical BOP build going in for the 1 shot with BO and torps. its best used on something that already is missing a 1/4 of its hitpoints, but ive killed quite a few things from full health with this
borg, rom, temporal 3 particle gen 3 energy weapon damage
the AtB kills your push, so your your just dealing pure damage and your target takes every pulse. with APO and EPtE you should be able to keep up with any push you have. the omega torp can stack a good amount of plasma fire, and plasma energy weapons could benifit from embassy plasma infused particle consoles, and have a small DOT of thier own. the cannons are mainly for moping up your very hagered target, EPtS3 can keep you in the game for quite a wile. some may prefer RSP though. throwing on a breen torp and cutting beam aft are viable as well, the cannons can proboly breach a shield at least at first on thier own, and after the push doing a little spin and hitting them with lots of trans mines may be a nice extra. havent seen TBR used for offense since they broke and fixed how particle gens interact with them, thought it was about time to bring this tactic back
This could be a nice build for a sci captian as well with the particle generator trait we got with LoR. IDK what the final numbers would shake down as v. APA but the uptime is constant as long as you are taking fire. Also I haven't checked if the trait goes so far as to buff plasma dots. More tinkering is required.
1 tac of me uses an AtoB build. My sci uses a disable build, with all cannons. However, this fragile ship really needs AtoS3 if it wants to stay in battle.
But I'm wondering which Embassy Console - Science - Emitter Array to use with it.
I am sorta thinking of going with the Plasma infusers, the vessel has 4 consoles and I might actually be able to pull a little bit of damage off with this set up. Also I could use them in pve to potientially pull off acceptable damage with this very heal and tanky build set up, (maybe even be able to heal tank with the right set up).
My questions are: is this build so much on the non damage end that, these wouldn't help enough to make it viable? Also maybe the shield or hull variant are soo good that I should take them instead? Or maybe its all negligible and I should just take whatever fits my playstyle?
What little time I've spent reading all of theses messages and your advice I've come away learning allot.
I'm a Fed Tac Officer and have flown most of all the Tac ships up to Fleet level 4 and can't wait on level 5. I'm currently flying a Dominion Dreadnought beam boat build and was wondering how you would advise in building and flying this ship.
I have a great build but I'm always willing to hear what others are doing with this ship.
What little time I've spent reading all of theses messages and your advice I've come away learning allot.
I'm a Fed Tac Officer and have flown most of all the Tac ships up to Fleet level 4 and can't wait on level 5. I'm currently flying a Dominion Dreadnought beam boat build and was wondering how you would advise in building and flying this ship.
I have a great build but I'm always willing to hear what others are doing with this ship.
Thanks for your time and advice in advance.
if i were to fly one, id proboly set it up like this
id first be inclined to use a 2 AtB build, but its got too much redundant tac, and not enough of anything else for basic survivability. it still might have trouble surviving, but thats a chronic problem for this ship really. its got more tac then it needs, especially when you use only beams. on a ship like this id actually want RSP doubled up, since you would be using EPtW3 to boost damage as much as possible, and to over cap til your weapons drain is nil. beam boats are able to lay down more dps then ever, no question. but its just so easy to deal with pressure now, its hard to kill anyone with it.
But I'm wondering which Embassy Console - Science - Emitter Array to use with it.
I am sorta thinking of going with the Plasma infusers, the vessel has 4 consoles and I might actually be able to pull a little bit of damage off with this set up. Also I could use them in pve to potientially pull off acceptable damage with this very heal and tanky build set up, (maybe even be able to heal tank with the right set up).
My questions are: is this build so much on the non damage end that, these wouldn't help enough to make it viable? Also maybe the shield or hull variant are soo good that I should take them instead? Or maybe its all negligible and I should just take whatever fits my playstyle?
the plasma proc from energy weapons does almost nothing, you wont notice anything from energy weapon plasma procs. the hull heal is the same strength as a borg 2 part set heal, but just 1 tic of it, so around 1000. i think the shield heal will be more helpful
I'm looking for a decent sci/sci vesta build that can CC and heal (pvp) focused. I've tried all sorts of builds and I'm wondering if sticking with DHC up front is not the way to go.
Has anyone found a build with beams and EPTW3 useful for a sci? Trying to think out of the box...
This is a nice build for a fleet Norgh piloted by a sci captain. It maxes out disables and therefore setting up a kill. It does also reasonable DPS, this without any tac buffs.
Ship: Fleet Norgh
front: 4x phased polaron DHC
Back: Chroniton mine, chroniton torp (or mix it with temporal disruption device or nukara / concentrated tachyon mines if you have it)
Deflector: KHG or graviton or other deflector with SubD (romulan/reman)
Engine: KHG
Shield: KHG
Warpcore: Hyper injection with W-> choice you wanna boost more
Eng consoles: 2x neutronium, Borg
Sci consoles: 2x or 3x embassy flow cap
Tac consoles: Leach, aceton assimilator, polaron (leach/aceton can also be equiped on sci)
Purple doffs: 2x damage controll engineers, 3x warp theorists, energy syphon disable version
power settings: 100/20/15/65
This build chains nicely the disables from 2x viral matrix, 2x doffed energy syphon, and the phaser proc. The semi-high aux power ensures a power drain of almost 20 sec. The 3 warp theorists give 3 x 25% chance on a fixed 5 sec disable time when activating energy syphon. The deflectors with subspace decompiler boosts disable time of viral matrix and phaser proc. Also a scramble of 9 a 10 sec is very nice. Imagine all this with a subnuc, and your opponent is ready use the escape pods. Because you have energy syphon, you have a lot of power. Therefore you can run 4 DHC's instead of a full torp build, and be way more effective with better dps. The chroniton stuff equiped on the back is to have some slows. Regarding to heals and resists, the Bop really needs EptS3. The AtoS3 gives a great hull heal which can be used on yourself or be donated to team mates every 15 seconds. And not to forget extend shields. The 2 or 3 part KHG is there fore more aux power and more crew resist.
It's not a cheap build because of the phased polarons and the expensive warp core doffs. But still a very nice build for a sci, and therefore something different in tac-bop land.
But I'm wondering which Embassy Console - Science - Emitter Array to use with it.
I am sorta thinking of going with the Plasma infusers, the vessel has 4 consoles and I might actually be able to pull a little bit of damage off with this set up. Also I could use them in pve to potientially pull off acceptable damage with this very heal and tanky build set up, (maybe even be able to heal tank with the right set up).
My questions are: is this build so much on the non damage end that, these wouldn't help enough to make it viable? Also maybe the shield or hull variant are soo good that I should take them instead? Or maybe its all negligible and I should just take whatever fits my playstyle?
eng healer builds dont deal damage. there like no reason to fire, you just set off proc heals if you do
Is the Fleet Negvar or K't'inga viable for a KDF engineer? If so, should the focus be healing, beam spam, or a quasi-escort DHC setup?
Probably a DHC setup. The Negh'var and K'tinga are both good ships and with the right abilities they should be quite dangerous - APO, Evasives, EPtE can help you keep DHCs on the target at all times. If you think it's too slow for a DHC setup you should probably use single cannons + turrets, that would still pump out respectable damage while hitting more often.
You won't have tac spike, but you'll have engineering powers that can help you keep power levels up. As an engineer you won't really be dealing damage through abilities but rather power levels. If you use your abilities right and max your power levels, you will do more sustained powerful DPS than any tac, but that takes practice.
So, yeah, that would work. You just need to be good with your captain and ship abilities and you'll do fine.
Weapons:
Fore: 3xPhased Polaron Single Cannon
Aft: Polaron Beam Array, Polaron Turret, Kinetic Cutting Beam (Can be swapped out for an additional turret)
Def: Borg
Eng: Borg
Warp Core: Any Overcharged W->A
Shield: Borg
Devices:
Subspace Field Modulator, Deuterium, Eng Battery
Doffs:
1xTractor Beam Officer (Shield Drain), 3xWarp Theorist (Shutdown enemy subsystem), 1 more of your choice
Chain the Energy Siphons to weaken the target and boost your own power (125/125/107/130 and 125/125/120/130 once leech stacks). Use of cannons is recommended due to leech stacking potential. Cannon Rapid Fire is chained in order to wear down the target due to reduced passive healing. Combine the innate target energy subsystems with the Energy Siphons for best results.
Make use of EM, Deuterium and Eng Batteries to maximise defense when under fire. Due to being unable to chain EPtS without giving up AtS, the Fleet Nova can be a bit squishy. This is helped by the use of the full Borg Set to maximise healing, along with Hull-healing Embassy Consoles to provide additional help once in a while. Between the proc heals, high subsystem power, regenerative shields and high speed, you will be very difficult to pressure down, if combined with good maneuvering. The Borg tractor beam and cutting beam will also allow you to get in a moment of spike here and there.
The Fleet Nova is a fun little ship. Given its size and maneuverability, it is the true escort among the science vessels. Given a good pilot, it can be very rewarding. In fact, I find it more fun than the Wells atm - along with being less cheesy.
Finally I got my corvette on for my tac on KDF side.
I was originally planning to design an obvious AtoB DHC setup for this speedy ship. However, a few days ago I fought a duel against a fleetie which used a FAW bug with the cardassian disruptors. I was in my AtoB DHC Norgh. And I lost? mainly because he kept moving and I couldn?t keep arc on him to do the necessary damage. With his accurate beams, he kept really good pressure on me, and destroyed me. So this made me think a bit, and I made following build.
Weapons: [Acc]x2 elite fleet disruptors. Front: 2x DBB, 2x BA. Back: 2x BA, 1x torp (trans/quant)
Deflector: Aegis (or borg if you need hull proc)
Engine: Aegis (or borg if you need hull proc)
Shield: Aegis / aKHG / KHG (placate proc)
Core: overcharged with efficient mod and E->W
Power settings: 100/50/35/15
Eng consoles: 3x neutronium alloy (or mine version with additional turn)
Sci consoles: borg, leach, nukara (+10 acc)
Tac consoles: disruptor coils
Purple Doffs: 3x technician, 2x evasive (or 1x Marion if you have the EC)
Since I don?t have a Galor, I used the elite fleet disruptors. There are Accx2 versions of it. They have the disruptor proc, and shield bypass proc. Together with DEM1 and APB1, there is good hull debuff/damage synergy. When binding to spacebar, a reasonable stable cycle can be made with FAW3+APB1 and BO2+APO3. With the high accuracy, you do several nice things with the buffed FAW: clear spam, debuffing everyone, forcing tactical teams and self heals, leaching power. Next to it, you also have some spike damage with BO and HY torp to make a kill.
This works of course better on KDF side, with those nice elite disruptors. And it can work on any captain, but probably best with a tac, enhancing that hull damage. Its great with pugging and dog fights.
Regarding defenses, it?s a little squishy using only EptS1. However, you have a lot of defense and escape possibilities with EptE, APO and EM. If you still die too much, you can make a variation replacing DEM for EptS3. It also makes room for another hull heal: ET1. However, you would lose an important part of the synergy of this build.
I started playing with the Risian Corvette a couple nights ago, and find it works quite well. My setup is designed for dogfighting other escorts or hit-n-run-n-repeat tactics.
Weapons:
4x Advanced Fleet Polaron Dual Heavy Cannons Mk XII [Dmg]x2 [Acc]x2
2x Advanced Fleet Polaron Turret Mk XII [Dmg]x2 [Acc]x2
1x Kinetic Cutting Beam Mk XII [Dmg]x3
Deflector: Jem'Hadar Deflector Dish Mk XII Engine: Jem'Hadar Combat Impulse Engines Mk XII Shield: Elite Fleet Adaptive Covariant Shield Array Mk XII [Cap]x2 [ResA] [Adapt] Core: Hyper Injection Warp Core Mk XI [Rep] [W->A] [ECap] [SST]
Devices:
Subspace Field Modulator
Auxiliary Battery
Eng Consoles:
2x Console - Engineering - Enhanced RCS Accelerator Mk X [+AllRes]
1x Console - Engineering - Neutronium Alloy Mk XI
Sci Consoles:
1x Console - Universal - Subspace Wake Generator
1x Console - Universal - Plasmonic Leech
1x Console - Science - Field Generator Mk XI
Doffs:
2x Conn Officer (Attack Patterns)
2x Damage Control Engineer
1x Hazard System Officer
Power Levels: 100/30/35/35 (actual before plasmonic is closer to 110/54/77/55)
Comments:
I was using this ship with my Science Officer. I haven't fully decided yet, but I might like the RC even better than my JHAS!
I never had a chance to get a good test of the Subspace Wake Generator. It's an AoE that works against anyone within 2km behind you. With the insane speed and turn on this ship, I never had anyone back there.
Although the ship has less hull and shield than a JHAS, I think it might make up for that with the additional 15% defense bonus. It is supposed to increase with speed, but it seems bugged and never decreases with speed, maintaining that additional 15% defense if I ever come back to a complete stop.
I thought about only using 1 Fleet RCS and 2 Neutronium, but the damage resistance difference was only about 4%. I also declined to use the Tachyokinetic Converter.
This ship is fast! By the time I find my target and get my cannons lined up, I'm usually halfway past him already.
thats too many energy weapons, the weapons drain issues will make that dps go down a little bit - change a turret or the ccb for cloaking tractor mines or nukara mines - youll do more dmg thanks to lower energy drain, and youll get a tactical advantage some times, thanks to the mines.
you should only use the jem hadar set in pve if u have enough heals / or if you have a premade pve team or switch for the deflector/engine borg set for pve/pvp use if u mostly grab a team in public elite stf or just que in the pve journal.
you shouldnt use the sfm, switch that for a weapons battery, and use them always when u can, switching your power to max weapons, to max aux, and vice-versa.
eng consoles are good, but that much turn rate can be overwhelming to control, but if you like it... you should try switching the rcs for a subspace jumper for extra movement and advantages in some situations, but again, its up to your taste here...
in the stations, i understand now you are looking for a *speed demon* i dont like them, neither my *speed demon targets* --- but dont going far from what you are looking for :
tt1 - crf1 - crf2 - apo3
tt1 - apd1
epte1 - atod1* - epts3
tss1 - he2**
tb1
* the difference between atod1 and 2 is almost irrevelant.
** youll notice a lot of times that hull heals hots are better than shields hots
you shouldnt use that high shield power with a covariant type shield. even with 15 on shields, youll be safe from energy draining abilities knocking out your shields, thanks to epts3... about the rest, use max weapons, and max engines, or max aux - if u dont like switching energy presets in-battle.
[SIGPIC][/SIGPIC]
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !
Ok, this version of the T'Varo is best suited for a reman sci captain. With a full reman bridge crew with preferable superior infiltrators, you can gain maximum stealth, around 6150. This with 5 singularity bips you still have more than 5650 stealth. So this is the perfect build to infiltrate the enemy, spread some mines and torps and subnuc/scan/vm without almost to be noticed....
Front: 2 transphasic, trans cluster, bio-molecular torp
back: fill with trannies and mines like nukara, trannie or tachyon.
Full KHG set (more torp damage, more aux power, more crew heal)
engine singularity core with Eshad (warp shadows)
Eng consoles: 3x mine neutronium with Hull/turn
sci consoles: plasma and singularity stabilizer (T'varo set), aceton assimilator
tac: 1x transphasic compressors, 3x warhead yield chamber
Purple doffs: 2x system engineer, 2x torpedo, 1x scramble / aux power technician
power settings: 15/15/45/85
You see there is no EptS. This because you want to stay cloaked. When you get decloaked, the 3piece KHG can be used as pseudo cloak. Also, if you need a shield refill, use quantum absorption. And TT can also buy time. You can either choose to use EptE for more speed, or EptA for better detection. You see them, they don't see you. AtoS and polarize hull for resists/heals. The scramble helps to "cloak" your plasma destabilizer torp, so you don't blow yourself into pieces. The bio-molecular photon torp (from one of the new missions) is there to kills lots of crew.
Comments
when i think in a build for the ha'feh, it looks better.... and when i think in a build for the dhelan, it looks better >.>
both ships are a2b capable... but if i put a2b in the dhelan itll be without rsp, thats the problem... and the problem in the hafeh is the useless 3rd eng ensign and "cant properly use bo"
the build ive been planning for both ships are quite similar to the ones ddis show in the 1rd page... switching vm for tbr thats all xD and for the hafeh is without bo and with et 1
going without rsp is suicide or not ? will the bo and the tbr do better job than the rsp and et ?
i really need help here !
That's me !
it sounds like the tvaro is the middle ground your looking for
the stations are perfect for what i want, but with low hull, i should use et, making the hafeh better, again.... ive spoken with some guys in opvp chat and everyone said that i should only use the tvaro if i care about its ebc, since i dont... drawbacks for something i dont want .... ive tried most ltcomm sci skills and most of them doesnt compensate for the lack of a rsp... also the et can have its use in a battle cloaker...
looks like ill pick the fleet hafeh... yet it looks ugly,and comes from the hapax*cough*cough* ...:rolleyes:
That's me !
http://www.stoacademy.com/tools/skillplanner/?build=pvpintrepidhealsupport_0
Desc/notes section is also filled out with DOFF choices and such.
I think it would benefit from a beam array up front also as that will give 100% target subsystem availability but that is just me
I'm building a plasma escort and I need some info:
The skill Particle Gens boost plasma DoTs? What about the sci console?
Wich plasma infuser console should I choose?
www.divisionhispana.com
looks like a solid team ship, a ton of healing and all the painful kinetic weapon procs with some stuns too. these types of ships arent my specialty, but it looks good to me.
partial consoles only buff EWP dot. the embassy consoles, the plasma infused ones buff EWP too, and torpedo procs as well. plasma infusers got nerfed, they used to buff all plasma damage and procs, but now they just buff the energy weapons, no longer do they buff the torpedo and EWP dot. the + to plasma damage on the embassy consoles still buffs everything though
As Im having trouble on what trouble consoles to use.
I know particle gens embassy consoles boost the Thalaron Pluse, and New fleet armour are good to for turning,
its just if i about Borg/ romulan rep consoles and the 3 rom dread consoles. I also here the photonic leech is good to, but thats 7 consoles not adding weapons consoles
this is the first 3 pack ive get actually, the odyssey was a good heal boat but not much else, the bortas was basically an odyssey more then a real battle cruiser that could turn, dispute its high amount of tac consoles it could not be played as a real battle cruiser, and is of little interest as a result. the vesta and andorian ship id like to have, if they didnt have the cost associated with them. im sure eventually i'll have enough dil for them
but this scimitar, i got it on day 1. starting with a 7 turn rate, it can actually be made to work. its got cloaked alphas, enhanced turn rate 15 seconds out of cloak if you got a superior reman, and theirs not even a down side to cloaking because your shields dont fall. between those periods of cloak, you can make it turn alright with EPtE and a turn console or 2. the LoR change to those 2 things did a massive amount of good for large and lumbering ships to maneuver about easier. with EPtE, you can just exploit thier bad turn rate as much. you should have about a 20 turn rate between cloaks, and if you use the falchion and load up on more turn consoles you could conceivably get about 30 turn out of it
the scimitar is obviously going to deal the most damage, the falchion you can ether tank or turn best with, and the tulwar, i dont see much use for it outside stacking particle gens to make the tholian weapon deal the most damage. or well, i guess stacking 4 or 5 field gens if your really into shield capacity. i can get the scimitar to turn well enough, so im going to be using it. might dable in a max turn rate falchion a bit later.
4 DHC, 1 DBB, 3 turrets
TT1, CRF1, BO3, APO3
ET1, AtB1, EPtS3
EPtE1, AtB1
HE1, TSS2
TB1
aegis/borg engine
aegis/borg deflector
jem hadar/maco/fleet elite shield
RCS, RCS OR 3rd scim console
valdor console, 2 scim consoles
5 energy damage
doffs- 3 tech, 2 BO penetration doffs
this ship has the vet ship station setup, the best setup in the game. with it, you can set up every classic pure escort station setup, or have an abundance of sci or eng to go with top level tac skills. best feature of all, you can run a cruiser like 2 AtB build on it, giving you basically 2 COM tactical, 2 LTC eng stations, 4 ENS eng stations, and 2 sci LTs, with 2 more grab bag universal ENS skill. the down side is the very low average aux score. on this ship, that not only means weak sci heals without an aux batt, but decloaking yourself, or preventing you from cloaking for 10 second periods. this is were the very powerful tech doffs balance themselves well.
for your new rom characters, what veteran characters consider basic gear will be unavailable until you get through rep grinding. the aegis deflector, engine, and jem shield are the best basic stuff you can get untill you have enough fleet marks or rep ground out. in pvp, the thaloron weapon can be fun to set off sometimes, as long as you dont AtB yourself before using it, its damage is aux based. but in pvp i tend to strip off the secondary shield console and stick another turn console on. though i have thaloron'ed in pvp a few times to hilarious effect, and hilarious failure. people, please, if you see a scim using thaloron, be kind enough to issue him a TT, would you? that person cant use any skills, or even manually distribute wile charging up the attack.
anyone who uses battlecruisers, so like only me as far as i can tell, will be used to the slide that comes with the 20 inertia, and can use it to your advantage. EPtE will cause about 4 times the amount of sliding though, it can be a real handful, but its not going to be able to turn or position without it. you can alpha wile cloaked, use it! once AtB has cooled down your skills, and possibly decloaked you, alpha them again if they still live. you can keep a 30+ turn rate for 15 seconds with a good reman, at least long enough for your cloak to cooldown. some time during this a tractor beam can be helpful for keeping someone from moving on you to much. assuming you have aux at this point you might as well cloak again, and decloak alpha all over again. ive got to hand it to them, the ship really is just like it was in nemisis.
you should have enough to tank well, i prefer strong shield resistance over RSP and thus use EPtS3. if you get to the point were you need RSP, maybe you should have cloaked by now. the valdor console is literally always feeding you hitpoints, and TSS and quantum absorption with ET1 and HE1 at their global offer quite a lot of healing. the universal ENS could be used for TSS, and something more offensive used in the LT sci clot. like CPB for decloaking other scimitars, TBR to clear you some space, and well thats proboly all that could be useful.
i got my self a new toy, and got a little creative. its a 2 AtB build, with a COM sci with most of its damage coming from TBR3. its been quite a lot of fun, and is a bit different from your typical BOP build going in for the 1 shot with BO and torps. its best used on something that already is missing a 1/4 of its hitpoints, but ive killed quite a few things from full health with this
3 DHC, omega torp, 2 turrets
PH1, HE2, TSS3, TBR3
TT1, CRF1, APO1
ET1, AtB1, EPtS3
EPtE1, AtB
borg deflector
borg engine
maco shield
borg, rom, temporal
3 particle gen
3 energy weapon damage
the AtB kills your push, so your your just dealing pure damage and your target takes every pulse. with APO and EPtE you should be able to keep up with any push you have. the omega torp can stack a good amount of plasma fire, and plasma energy weapons could benifit from embassy plasma infused particle consoles, and have a small DOT of thier own. the cannons are mainly for moping up your very hagered target, EPtS3 can keep you in the game for quite a wile. some may prefer RSP though. throwing on a breen torp and cutting beam aft are viable as well, the cannons can proboly breach a shield at least at first on thier own, and after the push doing a little spin and hitting them with lots of trans mines may be a nice extra. havent seen TBR used for offense since they broke and fixed how particle gens interact with them, thought it was about time to bring this tactic back
-rr
1 tac of me uses an AtoB build. My sci uses a disable build, with all cannons. However, this fragile ship really needs AtoS3 if it wants to stay in battle.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
But I'm wondering which Embassy Console - Science - Emitter Array to use with it.
I am sorta thinking of going with the Plasma infusers, the vessel has 4 consoles and I might actually be able to pull a little bit of damage off with this set up. Also I could use them in pve to potientially pull off acceptable damage with this very heal and tanky build set up, (maybe even be able to heal tank with the right set up).
My questions are: is this build so much on the non damage end that, these wouldn't help enough to make it viable? Also maybe the shield or hull variant are soo good that I should take them instead? Or maybe its all negligible and I should just take whatever fits my playstyle?
I'm a Fed Tac Officer and have flown most of all the Tac ships up to Fleet level 4 and can't wait on level 5. I'm currently flying a Dominion Dreadnought beam boat build and was wondering how you would advise in building and flying this ship.
I have a great build but I'm always willing to hear what others are doing with this ship.
Thanks for your time and advice in advance.
if i were to fly one, id proboly set it up like this
TT1, FAW2, APO1, APO3
TT1, FAW2
EPtS1, RSP1, EPtW3
ET1, RSP1
HE1
3 damage control, 2 shield distribution doffs
id first be inclined to use a 2 AtB build, but its got too much redundant tac, and not enough of anything else for basic survivability. it still might have trouble surviving, but thats a chronic problem for this ship really. its got more tac then it needs, especially when you use only beams. on a ship like this id actually want RSP doubled up, since you would be using EPtW3 to boost damage as much as possible, and to over cap til your weapons drain is nil. beam boats are able to lay down more dps then ever, no question. but its just so easy to deal with pressure now, its hard to kill anyone with it.
the plasma proc from energy weapons does almost nothing, you wont notice anything from energy weapon plasma procs. the hull heal is the same strength as a borg 2 part set heal, but just 1 tic of it, so around 1000. i think the shield heal will be more helpful
Has anyone found a build with beams and EPTW3 useful for a sci? Trying to think out of the box...
Ship: Fleet Norgh
front: 4x phased polaron DHC
Back: Chroniton mine, chroniton torp (or mix it with temporal disruption device or nukara / concentrated tachyon mines if you have it)
Deflector: KHG or graviton or other deflector with SubD (romulan/reman)
Engine: KHG
Shield: KHG
Warpcore: Hyper injection with W-> choice you wanna boost more
Cmdr: EptE1, ExtS1, EptS3, AtoS3
LTC: ST1, ES1, VM1
LTC: ST1, ES1, VM1
LT: PH1, SS1
Eng consoles: 2x neutronium, Borg
Sci consoles: 2x or 3x embassy flow cap
Tac consoles: Leach, aceton assimilator, polaron (leach/aceton can also be equiped on sci)
Purple doffs: 2x damage controll engineers, 3x warp theorists, energy syphon disable version
power settings: 100/20/15/65
This build chains nicely the disables from 2x viral matrix, 2x doffed energy syphon, and the phaser proc. The semi-high aux power ensures a power drain of almost 20 sec. The 3 warp theorists give 3 x 25% chance on a fixed 5 sec disable time when activating energy syphon. The deflectors with subspace decompiler boosts disable time of viral matrix and phaser proc. Also a scramble of 9 a 10 sec is very nice. Imagine all this with a subnuc, and your opponent is ready use the escape pods. Because you have energy syphon, you have a lot of power. Therefore you can run 4 DHC's instead of a full torp build, and be way more effective with better dps. The chroniton stuff equiped on the back is to have some slows. Regarding to heals and resists, the Bop really needs EptS3. The AtoS3 gives a great hull heal which can be used on yourself or be donated to team mates every 15 seconds. And not to forget extend shields. The 2 or 3 part KHG is there fore more aux power and more crew resist.
It's not a cheap build because of the phased polarons and the expensive warp core doffs. But still a very nice build for a sci, and therefore something different in tac-bop land.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
I'm currently planning to do a 3DHC, 1DBB/Chronnie torp with 2/3 turrets with a boff layout of:
TT1, CRF1, HYT/BO3, AP: O3
EPtS1, DEM1
EPtS1 (In case of prolonged engagements, PvE for example)
HE/PH1, TSS2
LTC up for grabs
Also, does stealth skill boost anything other than the -visibility stat?
eng healer builds dont deal damage. there like no reason to fire, you just set off proc heals if you do
Probably a DHC setup. The Negh'var and K'tinga are both good ships and with the right abilities they should be quite dangerous - APO, Evasives, EPtE can help you keep DHCs on the target at all times. If you think it's too slow for a DHC setup you should probably use single cannons + turrets, that would still pump out respectable damage while hitting more often.
You won't have tac spike, but you'll have engineering powers that can help you keep power levels up. As an engineer you won't really be dealing damage through abilities but rather power levels. If you use your abilities right and max your power levels, you will do more sustained powerful DPS than any tac, but that takes practice.
So, yeah, that would work. You just need to be good with your captain and ship abilities and you'll do fine.
Pick either ship you like.
Cmdr Tac: TT1 / APD1 / CRF2 / APO3
Ens Tac: TT1
Lt Uni / Eng: EPtEng1 / AtB1
Lt Eng: EPtS1 / DEM1
Lt Cmdr Sci: ST1 / TSS2 / HE3
2xpurple Tech doffs / 2xpurple Attack Pattern doffs / 1xpurple Shiled Distribution doff
Eng Cons: Enhanced RCS MK XII Ultra rare + all resist / Plamonic Leech
Sci Cons: Assimilated Module / Tachyokinetic Converter / ZPEC
Tac Cons: 5x purple MK XII Disruptor Induction Coil
Weapons: 3x purple MK XII DHC Nanite Disruptors (accx3) / purple MK XII DBB (accx3)
2x purple MK XII Turrets (accx3) / KCB
Def: Borg MK XII
Eng: Borg MK XII
Sh: Elite Fleet Res - Adapt / ResB / Cap
Dev: Red Matter / Subspace Field Modulator
What do you guys think??
Cmdr Sci: TB1/TSS2/ES2/ES3
Lt Cmdr Tac: TT1/CRF1/CRF2
Lt Sci: ST1/HE2
Lt Eng: EPtS1/AtS1
Ens Sci: PH1
Weapons:
Fore: 3xPhased Polaron Single Cannon
Aft: Polaron Beam Array, Polaron Turret, Kinetic Cutting Beam (Can be swapped out for an additional turret)
Def: Borg
Eng: Borg
Warp Core: Any Overcharged W->A
Shield: Borg
Consoles:
Eng: Plasmonic Leech, Neutronium, RCS Accelerator
Sci: 3xHuH Embassy Flow Cap, Tachyokinetic
Tac: 3x Polaron Phase Modulator
Devices:
Subspace Field Modulator, Deuterium, Eng Battery
Doffs:
1xTractor Beam Officer (Shield Drain), 3xWarp Theorist (Shutdown enemy subsystem), 1 more of your choice
Chain the Energy Siphons to weaken the target and boost your own power (125/125/107/130 and 125/125/120/130 once leech stacks). Use of cannons is recommended due to leech stacking potential. Cannon Rapid Fire is chained in order to wear down the target due to reduced passive healing. Combine the innate target energy subsystems with the Energy Siphons for best results.
Make use of EM, Deuterium and Eng Batteries to maximise defense when under fire. Due to being unable to chain EPtS without giving up AtS, the Fleet Nova can be a bit squishy. This is helped by the use of the full Borg Set to maximise healing, along with Hull-healing Embassy Consoles to provide additional help once in a while. Between the proc heals, high subsystem power, regenerative shields and high speed, you will be very difficult to pressure down, if combined with good maneuvering. The Borg tractor beam and cutting beam will also allow you to get in a moment of spike here and there.
The Fleet Nova is a fun little ship. Given its size and maneuverability, it is the true escort among the science vessels. Given a good pilot, it can be very rewarding. In fact, I find it more fun than the Wells atm - along with being less cheesy.
I was originally planning to design an obvious AtoB DHC setup for this speedy ship. However, a few days ago I fought a duel against a fleetie which used a FAW bug with the cardassian disruptors. I was in my AtoB DHC Norgh. And I lost? mainly because he kept moving and I couldn?t keep arc on him to do the necessary damage. With his accurate beams, he kept really good pressure on me, and destroyed me. So this made me think a bit, and I made following build.
Weapons: [Acc]x2 elite fleet disruptors. Front: 2x DBB, 2x BA. Back: 2x BA, 1x torp (trans/quant)
Deflector: Aegis (or borg if you need hull proc)
Engine: Aegis (or borg if you need hull proc)
Shield: Aegis / aKHG / KHG (placate proc)
Core: overcharged with efficient mod and E->W
Power settings: 100/50/35/15
Eng consoles: 3x neutronium alloy (or mine version with additional turn)
Sci consoles: borg, leach, nukara (+10 acc)
Tac consoles: disruptor coils
Boffs:
HY1, APB1, FAW3, APO3
TT1, BO2
EptE1, AtoB1, DEM1
EptS1, AtoB1
HE1
Purple Doffs: 3x technician, 2x evasive (or 1x Marion if you have the EC)
Since I don?t have a Galor, I used the elite fleet disruptors. There are Accx2 versions of it. They have the disruptor proc, and shield bypass proc. Together with DEM1 and APB1, there is good hull debuff/damage synergy. When binding to spacebar, a reasonable stable cycle can be made with FAW3+APB1 and BO2+APO3. With the high accuracy, you do several nice things with the buffed FAW: clear spam, debuffing everyone, forcing tactical teams and self heals, leaching power. Next to it, you also have some spike damage with BO and HY torp to make a kill.
This works of course better on KDF side, with those nice elite disruptors. And it can work on any captain, but probably best with a tac, enhancing that hull damage. Its great with pugging and dog fights.
Regarding defenses, it?s a little squishy using only EptS1. However, you have a lot of defense and escape possibilities with EptE, APO and EM. If you still die too much, you can make a variation replacing DEM for EptS3. It also makes room for another hull heal: ET1. However, you would lose an important part of the synergy of this build.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Weapons:
4x Advanced Fleet Polaron Dual Heavy Cannons Mk XII [Dmg]x2 [Acc]x2
2x Advanced Fleet Polaron Turret Mk XII [Dmg]x2 [Acc]x2
1x Kinetic Cutting Beam Mk XII [Dmg]x3
Deflector: Jem'Hadar Deflector Dish Mk XII
Engine: Jem'Hadar Combat Impulse Engines Mk XII
Shield: Elite Fleet Adaptive Covariant Shield Array Mk XII [Cap]x2 [ResA] [Adapt]
Core: Hyper Injection Warp Core Mk XI [Rep] [W->A] [ECap] [SST]
Devices:
Subspace Field Modulator
Auxiliary Battery
Eng Consoles:
2x Console - Engineering - Enhanced RCS Accelerator Mk X [+AllRes]
1x Console - Engineering - Neutronium Alloy Mk XI
Sci Consoles:
1x Console - Universal - Subspace Wake Generator
1x Console - Universal - Plasmonic Leech
1x Console - Science - Field Generator Mk XI
Tac Consoles:
4x Console - Tactical - Polaron Phase Modulator Mk XI
Boffs:
TT1, CSV1, CRF2, APO3
EPtE1, EPtS2, AtoD2
TT1, APD
HE1, TSS2
TB1
Doffs:
2x Conn Officer (Attack Patterns)
2x Damage Control Engineer
1x Hazard System Officer
Power Levels: 100/30/35/35 (actual before plasmonic is closer to 110/54/77/55)
Comments:
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
my thoughts about your build :
thats too many energy weapons, the weapons drain issues will make that dps go down a little bit - change a turret or the ccb for cloaking tractor mines or nukara mines - youll do more dmg thanks to lower energy drain, and youll get a tactical advantage some times, thanks to the mines.
you should only use the jem hadar set in pve if u have enough heals / or if you have a premade pve team or switch for the deflector/engine borg set for pve/pvp use if u mostly grab a team in public elite stf or just que in the pve journal.
you shouldnt use the sfm, switch that for a weapons battery, and use them always when u can, switching your power to max weapons, to max aux, and vice-versa.
eng consoles are good, but that much turn rate can be overwhelming to control, but if you like it... you should try switching the rcs for a subspace jumper for extra movement and advantages in some situations, but again, its up to your taste here...
in the stations, i understand now you are looking for a *speed demon* i dont like them, neither my *speed demon targets* --- but dont going far from what you are looking for :
tt1 - crf1 - crf2 - apo3
tt1 - apd1
epte1 - atod1* - epts3
tss1 - he2**
tb1
* the difference between atod1 and 2 is almost irrevelant.
** youll notice a lot of times that hull heals hots are better than shields hots
you shouldnt use that high shield power with a covariant type shield. even with 15 on shields, youll be safe from energy draining abilities knocking out your shields, thanks to epts3... about the rest, use max weapons, and max engines, or max aux - if u dont like switching energy presets in-battle.
That's me !
Front: 2 transphasic, trans cluster, bio-molecular torp
back: fill with trannies and mines like nukara, trannie or tachyon.
Full KHG set (more torp damage, more aux power, more crew heal)
engine singularity core with Eshad (warp shadows)
Eng consoles: 3x mine neutronium with Hull/turn
sci consoles: plasma and singularity stabilizer (T'varo set), aceton assimilator
tac: 1x transphasic compressors, 3x warhead yield chamber
Boffs:
TrB1, SS1,VM1
PH1,SS1
EptA1/EptE1, AtoS1
TS1, DPB1,TS3,APO3
TT1
Purple doffs: 2x system engineer, 2x torpedo, 1x scramble / aux power technician
power settings: 15/15/45/85
You see there is no EptS. This because you want to stay cloaked. When you get decloaked, the 3piece KHG can be used as pseudo cloak. Also, if you need a shield refill, use quantum absorption. And TT can also buy time. You can either choose to use EptE for more speed, or EptA for better detection. You see them, they don't see you. AtoS and polarize hull for resists/heals. The scramble helps to "cloak" your plasma destabilizer torp, so you don't blow yourself into pieces. The bio-molecular photon torp (from one of the new missions) is there to kills lots of crew.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
http://sto-forum.perfectworld.com/showthread.php?t=807281
Will this work in pvp and estf ?
All thx goes to meimeitoo