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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    2 AtB ambasidor

    support cruiser is right, unlike some of the other tac cruisers its not quite the raw power boat, but it got its own kind of team effectiveness.

    beams

    not really a cannon boat, with 2 ENS tac, and not much of a cannon + spike boat with just BO1 and CRF1. this is pretty much just a beam boat. slotting FAW1 and APB1 spreads the debuffs around, and the high end sci ability can help you ether hold down foes with high duration TB3 or grave buffed GW1, hit them with a VM disable, or leave you room for a CPB decloak all wile leaving room for HE and TSS. watch those aux levels with skills like GW and CPB, a lot of their effectiveness can depend on how high your aux is. at the moment im finding this ship useful for crystalline catastrophe with tach beam 1 to debuff the entity.

    weapons

    8 beam arrays

    TT1, APB1
    FAW1

    ET1, AtB1, EPtS3, RSP3
    EPtE1, AtB1

    TSS1, HE2, TB3

    equipment

    borg deflector
    borg engine
    elite shield

    consoles

    borg, zero point, nukara, leach
    3 graviton gens
    3 energy damage type

    required DOFFs

    3 purple tech doffs
  • akalexiorakalexior Member Posts: 0 Arc User
    edited September 2013
    2 AtB galor

    this ship might be down a bit on the list of top potential cruiser damage, but in practice its proboly the hardest tac cruiser to hold down and overpower, and most escorts dont stand much of a chance against one alone. its extreamly high shield hitpoints, higher impulse mod, and highest beam array cruiser turn rate are what makes it so hard to deal with.

    beams

    on this ship it seems best to take a full set of spirals and max out your turn and movement speed, wile circling your target like a methed out shark. DHCs cant get a bead on you, and other cruisers cant keep all 8 guns on you.

    with your 3 sci powers, you can get use a tractor beam to further keep your targets from effectively shooting you, run CPB1 for running down and decloaking warbirds, or PH to beef up hull resistance and keep anything from slowing you down.

    weapons

    8 beam arrays

    TT1, FAW2, APO1
    ET1, AtB1, EPtS3, DEM3
    EPtE1, AtB1

    TSS1, HE2
    PH1


    equipment

    omega deflector
    omega engine
    elite shield

    consoles

    borg, zero point, nukara, leach
    3 flow cap
    3 energy damage type

    doffs

    3 purple tech doffs, 2 bfi doffs

    Instead of the bfi doffs, I put on Marion and Keel'el (%cleardebuff on eptx). When you're that tanky, you find you don't need bfi as much. Of course, bfi is still a good choice. But when you want to be more offensive, you should use Marion on an auxbat DEM cruiser.

    Also, you could replace an aft beam array with a kcb - even though it's a **** weapon, the two piece bonus often negates power drain about 90% of the time for me, so the power you drain from 7 beams still stays at 125

    while epts3 is a great skill, it wont save your TRIBBLE from a decloak warbird or get you out of a panic situation. I ran rsp2 and epts1, and you can tank just as much if not more because ET is a bad skill to use when you have tac team.

    just my opinion
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    akalexior wrote: »
    Instead of the bfi doffs, I put on Marion and Keel'el (%cleardebuff on eptx). When you're that tanky, you find you don't need bfi as much. Of course, bfi is still a good choice. But when you want to be more offensive, you should use Marion on an auxbat DEM cruiser.

    Also, you could replace an aft beam array with a kcb - even though it's a **** weapon, the two piece bonus often negates power drain about 90% of the time for me, so the power you drain from 7 beams still stays at 125

    while epts3 is a great skill, it wont save your TRIBBLE from a decloak warbird or get you out of a panic situation. I ran rsp2 and epts1, and you can tank just as much if not more because ET is a bad skill to use when you have tac team.

    just my opinion

    aside from the tech doffs, folks can slot whatever doffs they want, those sound like good ones. this is just a safe functional baseline for enhanced itemization and personalizing tweaks.

    ive been meaning to really try to gauge just how often that borg console weapon set actually procs, if it did as often as you say it would proboly be worth using.

    on anything fast, as fast as a galor, i find myself never using RSP, and not needing TT all that much, especially when i have EPtS 3, warbirds or whatever is coming after me. speed + EPtS3 is just potent passive defense there is. only focus fire and science no one has any business surviving should be a threat.

    i owe a lot of my survivability to ET1 on my AtB ships, and a lot of my kills on ships that think HE 1 is all they need for hull heals, lol no. as long as you focus on just defensive flying you dont put yourself in danger by using it. after exhaustive play time with EPtS1, EPtS3, ET1 and RSP2 on all my AtB ships, EPtS3/ET1 keeps me alive the best. speed and shield resistance are the most powerful defensive things, out healing damage and counting on temporary invincibility are inferior types of tanking, and thats pretty much why "cruisers" "suck".

    on slower ships that cant evade well? they have RSP on them, they do need it, they cant be were you want them to be as soon as you want them to be, and every ship that can cause them harm is to much faster then them. all these cruiser builds are very similar, but they are all covering for the individual shortcoming that each may have. being unable to avoid damage sufficiently is not a galor's shortcoming.
  • akalexiorakalexior Member Posts: 0 Arc User
    edited September 2013
    aside from the tech doffs, folks can slot whatever doffs they want, those sound like good ones. this is just a safe functional baseline for enhanced itemization and personalizing tweaks.

    ive been meaning to really try to gauge just how often that borg console weapon set actually procs, if it did as often as you say it would proboly be worth using.

    on anything fast, as fast as a galor, i find myself never using RSP, and not needing TT all that much, especially when i have EPtS 3, warbirds or whatever is coming after me. speed + EPtS3 is just potent passive defense there is. only focus fire and science no one has any business surviving should be a threat.

    i owe a lot of my survivability to ET1 on my AtB ships, and a lot of my kills on ships that think HE 1 is all they need for hull heals, lol no. as long as you focus on just defensive flying you dont put yourself in danger by using it. after exhaustive play time with EPtS1, EPtS3, ET1 and RSP2 on all my AtB ships, EPtS3/ET1 keeps me alive the best. speed and shield resistance are the most powerful defensive things, out healing damage and counting on temporary invincibility are inferior types of tanking, and thats pretty much why "cruisers" "suck".

    on slower ships that cant evade well? they have RSP on them, they do need it, they cant be were you want them to be as soon as you want them to be, and every ship that can cause them harm is to much faster then them. all these cruiser builds are very similar, but they are all covering for the individual shortcoming that each may have. being unable to avoid damage sufficiently is not a galor's shortcoming.

    when 7 beams are all firing at the same time with faw or such, they proc a lot more than expected, esp. with the borg proc.

    I flew with rsp2 just to not waste potential boff slots, but really I do guess I could do without it. at max weapons shields and engines it can be unneeded due to the galor flying at 40 impulse on average all the time. it is nice to have a complete heal every minute though.

    even though the galor is a very fast ship, even with rsp2 I do not "count on temporary invincibility." epts1 gives you all the resist you need - thats why some escorts can tank just as much as auxbat cruisers for the most part. apart from being horribly op really epts1 and speed is keeping them alive, and thats what happens with the galor
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    akalexior wrote: »
    when 7 beams are all firing at the same time with faw or such, they proc a lot more than expected, esp. with the borg proc.

    I flew with rsp2 just to not waste potential boff slots, but really I do guess I could do without it. at max weapons shields and engines it can be unneeded due to the galor flying at 40 impulse on average all the time. it is nice to have a complete heal every minute though.

    even though the galor is a very fast ship, even with rsp2 I do not "count on temporary invincibility." epts1 gives you all the resist you need - thats why some escorts can tank just as much as auxbat cruisers for the most part. apart from being horribly op really epts1 and speed is keeping them alive, and thats what happens with the galor

    another nice thing about having a level 3 EPt skill is how bloated you can get your total power levels. on a warp core AtB ship if you set shields to about 40 you can pretty easily get to 130 shield power, an you can put the rest of that power into engines. its nice with elite cores too, your gonna have 3 subsystems over 100 no prob. if you run EPtE instead of EPtW especially. if the borg item 2 part is procing so much huge levels of overcaping wont be as needed.
  • playhard88playhard88 Member Posts: 733 Arc User
    edited September 2013
    the problem of not having RSP in a aux2bat boat like that, is that when they use subnuke, u are screwed. Without the EPTS3 up, your don't stance a chance of survivial. I prefer go with 1 aux2bat (is enought for circle eptX and BFAW with minimal coldown posible), and it make space for the pannic button rsp in case of subnuke.

    About the borg proc with 7/8 beams, it great. I see the proc stacking all the time, is really powerfull.
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    playhard88 wrote: »
    the problem of not having RSP in a aux2bat boat like that, is that when they use subnuke, u are screwed. Without the EPTS3 up, your don't stance a chance of survivial. I prefer go with 1 aux2bat (is enought for circle eptX and BFAW with minimal coldown posible), and it make space for the pannic button rsp in case of subnuke.

    About the borg proc with 7/8 beams, it great. I see the proc stacking all the time, is really powerfull.

    apparently ive underestimated the cutting beam+ console by the sounds of it. nuks are bad news no mater what gets hit by them. but actually, on AtB boats, depending on how close copy 2 of AtB is ready to be used, you can undo a lot of the cooldown debuff, making AtB boats a bit better at dealing with them. i use RSP on most my heavy ships for sure, they do need it, especially when nukes happen. i just dont find my self needing it that often if i have a fast slippery ship to begin with. most of the time nuk = death, but i tend to be able to evasive away, cycle AtB, and have quite a bit back that i lost to the nuk ready if i get chased down. or i just battlecloak with my rom, nothing to lose at that point lol
  • lterlter Member Posts: 0 Arc User
    edited September 2013
    My favourite moment in the world to subnuke someone is when he pops his rsp. If someone pops rsp and I have snb out of cd I just cant avoid it, even if there are a better target, is just so beautiful turning off a rps...
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited September 2013
    ddis would you say your spike regent can do than the 8 beam array boat ?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    Fleet vorcha

    once the coolest and most dangerous tac cruiser, now an awkward throwback in a tac cruiser age ruled by tech doff builds. though honestly the ship isnt at that much of a disadvantage, its got 4 tac console and enough tac to support cannons and a APO1 or BO3, and enough eng to get by on with damage control doffs. less up time on heals, but it can actually use AtS without issue, and its cannons will be hot as often as possible.

    4 DHC, 4 turrets

    TT1, CRF1, APO1
    TT1, CRF1


    EPtS1, RSP1, DEM2, AtS3
    EPtE1


    TSS1, HE2

    equipment

    borg deflector
    borg engine
    fleet elite

    consoles

    3 RCS +allres, leach

    borg, zero point

    4 energy type consoles

    required DOFFs

    2/3 purple damage control
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    2 AtB kdf battlecruisers, F negvar, F ktinga, vorcha R, and M vorcha

    theres 4 kdf cruisers that more or less overlap each other. just about no mater what configuration you like the most, you can pair it with the look and stats you like most. the vorcha can have ether a SCI or tac ENS, the fleet negvar has a universal ENS, and the 11 turn rate ktinga has a tac ENS.


    F negvar/M vorcha

    with just the LT tac, its best to run all cannons. with 3 sci powers, its nice to have a TB to go with your sci heals, of PH cause the ship cant run APO.

    weapons

    4DHC, 4 turrets

    stations

    TT1, CRF1
    ET1, AtB1, RSP2, DEM3
    EPtE1, AtB1, EPtS3

    TSS1, HE2
    TB1/PH1


    equipment

    borg deflector
    borg engine
    fleet elite

    consoles

    3/4 RCS +allres, leach
    zero point, borg
    3 energy damage type

    required doffs

    3 purple tech doffs


    F ktinga/F negvar/vorcha R

    befor i would not consider running BO1 on these ships, i tried HY1 with a torp, but never got to far doing that. with the damage BO1 does, its sort of hard to justify useing it with the lower damage it deals with that same -50 power. but, the penetration doff proc makes even its damage quite a threat, with so much reaching directly to hull. some of these ships have 3 sci consoles, some have 5 eng consoles. shuffle things around till they all fit. you can proboly get by on 3 turn consoles just fine in at least the ktinga, if you have other consoles you would like to run.

    weapons

    3DHC, 1 DBB, 4 turrets

    stations

    TT1, CRF1
    BO1

    ET1, AtB1, RSP2, DEM3
    EPtE1, AtB1, EPtS3

    TSS1, HE2

    equipment

    borg deflector
    borg engine
    fleet elite

    consoles

    3/4 RCS +allres, /leach
    zero point, borg, /leach
    3 energy damage type

    required doffs

    3 purple tech doffs, BO penetration doff


    shield stripper F ktinga

    this is something i had a bit of success with, one of the best platforms for useing tet glider to its max potential. with 3 sci consoles, leach, tetryon glider and tetryon weapons, you can turn your cannons into fairly decent shield strippers. you may even consider DCs or singles for maximum number of shot potential

    weapons

    3 tetryon DHC, 1 tetryon DBB, 4 tetryon turrets

    stations

    TT1, CRF1
    BO1

    ET1, AtB1, RSP2, DEM3
    EPtE1, AtB1, EPtS3

    TSS1, HE2

    equipment

    omega deflector
    omega engine
    fleet elite

    consoles

    3/4 RCS +allres, leach
    3 flow cap
    3 tetryon damage type

    required doffs

    3 purple tech doffs, BO penetration doff


    plasma boat F ktinga

    heres another effective niche build. EWP3 can deal extreamly high damage, but in the age of EPtE, and the nerf that removes plasma tac consoles buffing DOTs, this build has had its potentual nerfed. though it is still quite the suppression boat, and its full of reputation system toys. you want as many DOTs on target as possible, ideally you will find EWP dealing most of your damage.

    weapons

    3 plasma DHC, omega torp, plasma mines, experimental beam, cutting beam, rom plasma torp

    stations

    TT1, CRF1
    HY1

    ET1, AtB1, RSP2, EWP3
    EPtE1, AtB1, EPtS3

    TSS1, HE2

    equipment

    borg deflector
    borg engine
    fleet elite

    consoles

    2 RCS +allres, zero point, borg
    3 particle gen +plas
    3 plasma damage type

    required doffs

    3 purple tech doffs
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    2 AtB kamarang

    another loveable KDF cruiser, this ones actually got an LTC sci. 2 AtB builds might run more smoothly with LTC tacs, but LTC sci has its own power. of all the skills available, VM will proboly help you offensively the most, seriously befuddling your target wile you attack. though you could try TBR2 with 3 particle gens to deal more bleed damage. theres the old stand by TB as well, to help ensure accuracy and keeping your target in sight. or just having PH for tractor and hull defense wile you can still run HE and TSS.

    weapons

    3DHC, 1 DBB, 4 turrets

    stations

    TT1, CRF1
    BO1

    EPtS1, AtB1, RSP2, DEM3
    EPtE1, AtB1,

    TB1, HE2, TSS3
    or
    PH1, HE2, TSS3
    or
    TSS1, HE2, VM1
    or
    TSS1, HE2, TBR2

    equipment

    borg deflector
    borg engine
    fleet elite

    consoles

    4 RCS +allres
    zero point, borg, leach
    3 energy damage type
    or
    3 RCS +allres, leach
    3 particle gens
    3 energy damage type

    required doffs

    3 purple tech doffs, 2 BO penatration
  • saksagansaksagan Member Posts: 2 Arc User
    edited October 2013
    Hi Everyone,

    i am a fan of this thread and i was reading every single post.
    The Builds and Ideas helped a lot, to understand more of the game mechanics, then every other thing. And to find my own style of flying, killing and getting killed.

    Just a few questions are left and they apply to the Galor, which is one of my favorites, although this beauty seems a little bit outdated.

    So, here is my build for my KDF-Cardassian-toon, please be not too gentle=)

    Weapons front: 2x Spiralwavedisruptors, 1 xfleet disruptorbeambank [acc]x2 [dmg]x2,
    1x Omega Torp;
    rear: 2x Spiralwavedisruptors, 2x fleet disruptorbeambank [acc]x2 [dmg]x2

    stations

    TT1, BO2
    TT1, FAW2, APO1

    EPtS1, AtB1, RSP2, DEM3
    EPtS1, AtB1

    HE1

    equipment

    borg deflector
    borg engine
    KHG-Shield

    consoles

    Eng: 2x RCS +allres, 1x Nukara, 1x Zeropoint
    Science: 1x borg, 1x leach, 1x Tachiokinetic Converter
    3x Disruptors


    doffs

    2 purple tech doffs, 1 blue tech doff, 1 Marion, 1 purple evasive-conn doff

    _________________



    I know, that beams are inferior to cannons, but i was flying cannonboats, bops before and now want to try the Shark-Cruiser, till a new kdf-battlecloaker is on the run.

    In Kerrat i am doing well, i guess.
    Fed-Escorts going boom all the way, romulan bops do the same.
    Its not a huge problem to tank 1-3 other players in the Galor, but i never tried the pvp other pvp options in the game.

    In PvE the Ship cuts through the Npc, like a razor through butter. Even the new (and "bugged") CCE with all the mirror-ships was no problem. Most of the time i reached the 2-3 place.

    Now, there are my questions:

    -What could i do better?^^

    - Are the Spiralwaves realy that good?

    And the main question:

    -Should i get to plasma weaponary?

    I could get the set-bonus of Romulan Singularity Harness Set without problems, and the tac-consoles are far less expensive for plasma-weapons.

    I imagine a weapon setup like:

    fore: 1x Experimental Beam, 1 Romulan Hyper-Plasma Torpedo Launcher, 2x
    Romulan Plasma Beam Arrays
    aft: 1x Cutting Beam, 3x Romulan Plasma Beam Arrays (maybe in addition the omego-torp for the set-bonus?)

    Going that way it would be nice to have some particle gen +plas, i guess.


    So, i am sorry for this long post and hopefully it is not to confusing^^
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited October 2013
    saksagan wrote: »
    stations

    TT1, BO2
    TT1, FAW2, APO1

    EPtS1, AtB1, RSP2, DEM3
    EPtS1, AtB1

    HE1

    With aux to bat and tech doffs... you can keep 2 EPTx up 100% of the time.

    So instead of running EPTS 1 x 2

    Run

    EPTS 1 + EPTE 1
    or
    EPTS 1 + EPTW 1
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • saksagansaksagan Member Posts: 2 Arc User
    edited October 2013
    Thanks for the reply=)

    I will do that and i guess, that epte could be the better choice, if i am looking to the changes in the science section.
    Weapon Power is on the cap most of the time, thanks to omega-set-bonus, leach and DEM-Marion.

    Anyway, i have to try if the 10% Damageboost is worth the eptw=)
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited October 2013
    DDIS

    I have all 3 vesta ships, I'm looking to use all 3 consoles and maybe the KHG set for my science captain.
    please can you work your magic on a good build for healing and the crystalline stf please

    aka stations, equipment, doffs

    thx
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited October 2013
    saksagan wrote: »
    stations

    TT1, BO2
    TT1, FAW2, APO1

    EPtS1, AtB1, RSP2, DEM3
    EPtS1, AtB1

    HE1

    It really feels like that Lt. Tac Boff is going to waste on an aux2batt build

    The second copy of TT isn't needed and the BO will mess up your FAW spam

    You would be much better off putting a Sci in that slot, PH1 and TSS2

    And like the other poster said... That second copy of EPtS is awful

    Or use DDIS' Galor build http://sto-forum.perfectworld.com/showpost.php?p=12617451&postcount=961

    /\
  • lterlter Member Posts: 0 Arc User
    edited October 2013
    Sci Odisey - Debuff, Damage, Assist

    Specially designed to be used by a sci, but guessing it could work fine with a tac. Good damage and debuffing capabilities (sensor analysis, apb, scan if you're sci, disruptor proc, etc.), no aux2battery! Take one:


    Weapons


    -Fore: 2 Romulan Beam Array, 1 Experimental Romulan Beam Array, 1 Romulan Hyper Torp
    -Aft: 3 Romulan Beam Array, 1 Kinetic Cutting Beam


    Stations


    TT, FAW2, APB2
    TT, FAW2
    EPTS1 or EPTW/A1 <- Probably aux.
    EPTS1, ATS1, ES2, DEM3
    TSS1, HE2


    Equipment


    Borg Deflector
    Borg Engines
    Elite Fleet Adapt Resilient
    Elite Warpcore, EPS, W->S, AMP


    Consoles


    EPS, 2 Enh. Neutroniums, 1 RCS + Allres (basically same res as 3 Enh. Neutroniums, but a little more turnate for subnucs, torps, etc.)
    Borg console, Zero-point, 2 Shield Emitter [Pla]
    2 Plasma Infuser (Plasma Energy dmg)


    Doffs


    3 Shield Distrib, 2 Damage Control or 2 Conn officers - That's a tanky option and relatively cheap.


    Notes

    I'm not used to run two copies of Tactical Team in my ships, so I'm not sure if running a Science Team to clean Subnukes is a good idea for the coldowns, since it would be a good idea to assign these two copies to the key bind system; I guess you can swap the tss1 for a science team, but I find having two TT + TSS is better than RSP alone, that's why I don't have it in this build, allowing me to have an another hull healing ability (very necessary in these days of nanite, elachi and such), and Extend Shields, awesome assistance ability. It's an Odyssey, fat and slow, yes you can use EWP but I prefer DEM3 if we're focusing in hull resistance debuffing like this build does, and unlike the plasma dot from EWP, I don't need to rely on my neglective maniouverability to hull damage like we'd have to do if we go for EWP.


    The double proc romulan weapons are awesome in this case, although check that you buy [acc]x2 version. Disruptor proc along with Sensor Analysis (exclusive for the Sci Version of the Ody) beta and your natural scan. Also its quite good for cleaning spam. That's why this build emulates aux2battery without aux2battery, becasue in other way we couldnt have apb and we'd lose our supporting/healing capabilities.


    Romulan Torp and Cutting Beam gives us the bonus of extra damage to our weapons along with bonus resistance to our weapons. Quite synergic having the experimental beam romulan, non energy drainer, plus giving us a nice 2mins cd overload-like ability with some higher plasma dot.




  • darkseidmalissedarkseidmalisse Member Posts: 0 Arc User
    edited October 2013
    surprised i haven't seen any Ar'Kif builds in here yet
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    saksagan wrote: »
    Hi Everyone,

    i am a fan of this thread and i was reading every single post.
    The Builds and Ideas helped a lot, to understand more of the game mechanics, then every other thing. And to find my own style of flying, killing and getting killed.

    Just a few questions are left and they apply to the Galor, which is one of my favorites, although this beauty seems a little bit outdated.

    So, here is my build for my KDF-Cardassian-toon, please be not too gentle=)

    Weapons front: 2x Spiralwavedisruptors, 1 xfleet disruptorbeambank [acc]x2 [dmg]x2,
    1x Omega Torp;
    rear: 2x Spiralwavedisruptors, 2x fleet disruptorbeambank [acc]x2 [dmg]x2

    stations

    TT1, BO2
    TT1, FAW2, APO1

    EPtS1, AtB1, RSP2, DEM3
    EPtS1, AtB1

    HE1

    equipment

    borg deflector
    borg engine
    KHG-Shield

    consoles

    Eng: 2x RCS +allres, 1x Nukara, 1x Zeropoint
    Science: 1x borg, 1x leach, 1x Tachiokinetic Converter
    3x Disruptors


    doffs

    2 purple tech doffs, 1 blue tech doff, 1 Marion, 1 purple evasive-conn doff

    _________________



    I know, that beams are inferior to cannons, but i was flying cannonboats, bops before and now want to try the Shark-Cruiser, till a new kdf-battlecloaker is on the run.

    In Kerrat i am doing well, i guess.
    Fed-Escorts going boom all the way, romulan bops do the same.
    Its not a huge problem to tank 1-3 other players in the Galor, but i never tried the pvp other pvp options in the game.

    In PvE the Ship cuts through the Npc, like a razor through butter. Even the new (and "bugged") CCE with all the mirror-ships was no problem. Most of the time i reached the 2-3 place.

    Now, there are my questions:

    -What could i do better?^^

    - Are the Spiralwaves realy that good?

    And the main question:

    -Should i get to plasma weaponary?

    I could get the set-bonus of Romulan Singularity Harness Set without problems, and the tac-consoles are far less expensive for plasma-weapons.

    I imagine a weapon setup like:

    fore: 1x Experimental Beam, 1 Romulan Hyper-Plasma Torpedo Launcher, 2x
    Romulan Plasma Beam Arrays
    aft: 1x Cutting Beam, 3x Romulan Plasma Beam Arrays (maybe in addition the omego-torp for the set-bonus?)

    Going that way it would be nice to have some particle gen +plas, i guess.


    So, i am sorry for this long post and hopefully it is not to confusing^^

    the galor can have a large amount of tac thanks to that LT uni, but since 2 AtB builds became possible, it hasn't been necessary. you dont need 2 copies of EPtS, and you dont need 2 copies of TT thanks to it. 3 low level sci skills are real nice to have though, even with low aux they are a critical part of your survivability.

    replace a copy of EPtS with EPtE or EPtW. each has thier advantages, see which you like best. i wouldn't bother with plasma weapons, spirals are real nice because they have 4 mods and 2 procs. damage mods arent great, but they add up. out side of elite disrupters that are kdf only, its the best beam array you can run on a galor. though a full set of elachi arrays are quite nice too.

    i got a very recently posted galor build a few pages back, its linked in the table of contents as well, have a look at that
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    DDIS

    I have all 3 vesta ships, I'm looking to use all 3 consoles and maybe the KHG set for my science captain.
    please can you work your magic on a good build for healing and the crystalline stf please

    aka stations, equipment, doffs

    thx

    well i dont really put PVE builds in this thread, but for a sci ship to do well they should run tach beam to debuff its damage, and spam as many gravity wells on it as possible. so maxed particle and gravaton gens. along with as much hull healing as possible to repair everyone's shard impact damage. its got high energy damage res, so maybe spam photons at it? maybe make a photon mine files around your self, and if shards come your way revers and let them eat mines.

    that sci ship would be pretty TRIBBLE in pvp though, and i dont got the time to make a pve thread
  • whatinblueblazeswhatinblueblazes Member Posts: 200 Arc User
    edited October 2013
    well i dont really put PVE builds in this thread, but for a sci ship to do well they should run tach beam to debuff its damage, and spam as many gravity wells on it as possible. so maxed particle and gravaton gens. along with as much hull healing as possible to repair everyone's shard impact damage. its got high energy damage res, so maybe spam photons at it? maybe make a photon mine files around your self, and if shards come your way revers and let them eat mines.

    that sci ship would be pretty TRIBBLE in pvp though, and i dont got the time to make a pve thread

    That's essentially what I've done with my Vesta for the crystalline event. Photon torpedoes up front, mines in the back. Double High-yield torpedoes, double gravity wells. A tachyon beam. Tractor beam repulsors. Maximum particle generators with a second helping of gravity generators.

    It pretty much devours the entity and any shards it dares to launch. I've been pretty pleased with its performance for this event. It's useless for most other things.

    And yeah, hilariously bad for PvP.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    That's essentially what I've done with my Vesta for the crystalline event. Photon torpedoes up front, mines in the back. Double High-yield torpedoes, double gravity wells. A tachyon beam. Tractor beam repulsors. Maximum particle generators with a second helping of gravity generators.

    It pretty much devours the entity and any shards it dares to launch. I've been pretty pleased with its performance for this event. It's useless for most other things.

    And yeah, hilariously bad for PvP.

    that sounds tailor made alright. that should be enough to go on to build a good CE sci ship. but im not going to make an official post due to it being such an anti pvp build
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited October 2013
    please can any one tell me do you think for a pvp build with a vesta ship 3 pc set and your nova build could it work and would you change any thing ?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    please can any one tell me do you think for a pvp build with a vesta ship 3 pc set and your nova build could it work and would you change any thing ?

    sci ships arent like cruisers and escorts. i can make builds that maximize the tactical potential of those other 2, its preety cut and dry what works, and theres few niche builds that actually work all that well as an alternative. with sci ship, its nothing but niche builds, there is no cookie cutter, and they are all set up quite different depending on what you want to use, and what you want to base the ship off of.

    i'll need to at least know what you want the ship to do, what you want it to specialize in. and even then i dont use sci ship myself, but based on my experience fighting them often, i should be able to come up with something competitive
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited October 2013
    the pvp build I'm looking for is aoe Crowd Control/Healboat Build for my sci captain,

    I have read most of the pvp build and come up with this,


    http://skillplanner.stoacademy.com/?build=crowdcontrolhealboatbuild_993


    I have set my sci skills out like that so I can change them at any time without having to respec.

    also I have no doffs so any help would be great thank you
  • lterlter Member Posts: 0 Arc User
    edited October 2013
    lter wrote: »
    Sci Odisey - Debuff, Damage, Assist

    Specially designed to be used by a sci, but guessing it could work fine with a tac. Good damage and debuffing capabilities (sensor analysis, apb, scan if you're sci, disruptor proc, etc.), no aux2battery! Take one:


    Weapons


    -Fore: 2 Romulan Beam Array, 1 Experimental Romulan Beam Array, 1 Romulan Hyper Torp
    -Aft: 3 Romulan Beam Array, 1 Kinetic Cutting Beam


    Stations


    TT, FAW2, APB2
    TT, FAW2
    EPTS1 or EPTW/A1 <- Probably aux.
    EPTS1, ATS1, ES2, DEM3
    TSS1, HE2


    Equipment


    Borg Deflector
    Borg Engines
    Elite Fleet Adapt Resilient
    Elite Warpcore, EPS, W->S, AMP


    Consoles


    EPS, 2 Enh. Neutroniums, 1 RCS + Allres (basically same res as 3 Enh. Neutroniums, but a little more turnate for subnucs, torps, etc.)
    Borg console, Zero-point, 2 Shield Emitter [Pla]
    2 Plasma Infuser (Plasma Energy dmg)


    Doffs


    3 Shield Distrib, 2 Damage Control or 2 Conn officers - That's a tanky option and relatively cheap.


    Notes

    I'm not used to run two copies of Tactical Team in my ships, so I'm not sure if running a Science Team to clean Subnukes is a good idea for the coldowns, since it would be a good idea to assign these two copies to the key bind system; I guess you can swap the tss1 for a science team, but I find having two TT + TSS is better than RSP alone, that's why I don't have it in this build, allowing me to have an another hull healing ability (very necessary in these days of nanite, elachi and such), and Extend Shields, awesome assistance ability. It's an Odyssey, fat and slow, yes you can use EWP but I prefer DEM3 if we're focusing in hull resistance debuffing like this build does, and unlike the plasma dot from EWP, I don't need to rely on my neglective maniouverability to hull damage like we'd have to do if we go for EWP.


    The double proc romulan weapons are awesome in this case, although check that you buy [acc]x2 version. Disruptor proc along with Sensor Analysis (exclusive for the Sci Version of the Ody) beta and your natural scan. Also its quite good for cleaning spam. That's why this build emulates aux2battery without aux2battery, becasue in other way we couldnt have apb and we'd lose our supporting/healing capabilities.


    Romulan Torp and Cutting Beam gives us the bonus of extra damage to our weapons along with bonus resistance to our weapons. Quite synergic having the experimental beam romulan, non energy drainer, plus giving us a nice 2mins cd overload-like ability with some higher plasma dot.



    Revised my Sci Odissey build, but I'd probably like some feedback from drunk-sama and other cruiser experts :D
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    lter wrote: »
    Revised my Sci Odissey build, but I'd probably like some feedback from drunk-sama and other cruiser experts :D

    well, what im looking at here is a very middle of the road healer and damager, that doesn't excel at ether. for cruisers, in my opinion, to not just take up space they need to be hard core heal boats or hard core DPS boats, and that is just sort of nether. if your spending all your time FAWing beams, SA wont help much, it isn't applied to everyone hit by a beam, just your target. might as well use the tac version. for a tac cruiser, the ody is a poor choice. to get high end tac skills, you end up with way to much tac and not enough eng to be AtB build efficient. though for hard core healer only the recluse beats an ody with a LTC sci

    it looks like you have 2 TT, so con doffs are redundant, unless they are the evasive or some other varient. and with damage control doffs you should have 1 copy of 2 different EPt skills
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2013
    the pvp build I'm looking for is aoe Crowd Control/Healboat Build for my sci captain,

    I have read most of the pvp build and come up with this,


    http://skillplanner.stoacademy.com/?build=crowdcontrolhealboatbuild_993


    I have set my sci skills out like that so I can change them at any time without having to respec.

    also I have no doffs so any help would be great thank you


    lose most of those universal consoles and the energy weapons, focus on knetic bleed and DOTS. all those differnt weapons and all those differnt tac skills for them arent serveing you well. sci skills need several flow cap, gravaton, or partical consoles for thier offensive sci skills to be more then a minor annoyance. a TR based sci ship, right now id run something like this

    omega torp, rom torp, breen cluser/ exparamental beam, cutting beam, trans or plas mines

    TT1, DPB1
    EPtS1, AtS1
    EPtE1

    HE1,TSS2, VM1, TR3
    ST1,TSS2, TB3


    universals
    at least 3 flow cap
    universals

    doffs: 2 or 3 damage control, a VM aftershock and or a TR aftershock

    TR drains a LOT of power now, but it doesn't hold or pull. you need VM and TBs disabling someone in place for TR to really drain someone. that with a nuk and scan should leave someone quite vulnerable for a good long kill window. and theres plenty of heals for you and others. spec into sensors too, and with EPtA theres a good chance you will see through some cloaks.
  • voporakvoporak Member Posts: 5,621 Arc User
    edited October 2013
    My JHAS does pretty well, but I'm looking to see if there's something I can do better. Note that the skill tree was made for my fleet Defiant and I plan on changing it as soon as I scrape up the zen for a respec. Also, I can swap out the DBB for another DHC and slot CSV instead of BO. Also, there's the Nimbus Pirate item in the other device slot, but I didn't see it on the selection list.

    http://skillplanner.stoacademy.com/?build=voporaksdeusexmachina_5009
    I ask nothing but that you remember me.
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