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  • edited November 2012
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  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited November 2012
    Check my siglink for Kilawpilath's guide to carriers.
    [SIGPIC][/SIGPIC]
  • edited November 2012
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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012

    temporal crit console, borg

    Do these really help that much to lose the two slots?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012

    the 1 draw back is having no aux some times, and very low aux most of the time. an aux battery can give you the spike healing you need every once and a wile though, and the cycling of EPtA gives you at least some aux 90% of the time. if you run a 100/25/50/25 energy level, with leach/maco and the 2 EPtX skills, you will see 125/125/125 very often. thats just gravy on top of your cooldowns getting slashed every 10 seconds.


    Even though its cheesy until changed, would not TBR1 be a good choice for a Tac low-Aux build?

    You could go
    PH1 TBR1
    HE1 ?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    sophlogimo wrote: »
    There doesn't seem to be anything about carriers in here. Why is that?

    well, i sort of have a burning hatred for them lol. i do plan on adding some though, and bops. and i will try to make them as nasty and hate-able as possible, not going to hold back for my own best interest.
    I have a well's on my engineer. Will this be a viable build with an engineer? (sorry, noob question)

    that should work fine i would imagine for an eng. as well as anything will work with an eng. an eng with a sci ship though, i have seen energy weapons builds work well, with as many points and consoles into flow cap as possible for max tetryon glider damage.
    bitemepwe wrote: »

    Do these really help that much to lose the two slots?

    i would have to say absolutely. both give plenty of extra crit, borg gives +5 to weapons power, temporal gives about 3/4 what a turn rate console will give, and they both give some graviton too. so between the 2 you have more then 1 graviton sonsole will give, more extra weapons energy then even the best energy console would give, a whole bunch of crit that no other console gives, and 3/4 of a turn console. all in 2 consoles.
    bitemepwe wrote: »


    Even though its cheesy until changed, would not TBR1 be a good choice for a Tac low-Aux build?

    You could go
    PH1 TBR1
    HE1 ?

    its been fixed, you don't need to worry about TBR crushing you anymore. without a bunch of partial gens to back it up,TBR doesn't do much damage, and this ship only has space for 2. its proboly the ship with the least amount of consoles to work with. 4 tactical has to be filled with 4 tac consoles, its innate console HAS to go some were, your just left with 4 up for grabs.

    i would recommend TBR on more durable ships with room for more heals like the sci LTC vet ship, or something like the fleet vorcha, or a more conventional escort. but this ship with your only hull heal being HE1, im not comfortable going into battle with just that. with lots of aux from an aux batt, HE2 does a TON of healing.

    on this ship i find a tractor beam works better, especially if you want to keep people stuck in EWP. TSS is extreamly helpful at keeping your shields intact and guarding against lots of incoming damage. i really cant recommend going without them. even with very little aux thier minimum effectiveness is very helpful. also thanks to AtB, you have omega at its global for good tractor defense up time.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012

    i would have to say absolutely.
    Noted. Glad I bought one.

    its been fixed, you don't need to worry about TBR crushing you anymore.
    I thought I was seeing far less use of it than last Time I went to Ker'rat.

    Thanks.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • edited November 2012
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    Here is the build I had/have originally, from top to bottom:

    1. Anti-proton Beam Array; Chroniton Torpedo; Anti-proton Dual Beam Bank; dual Chroniton Beam Bank
    2. Full Borg Set
    3. Anti-proton Beam Array; Chroniton Torpedo; Temporal Disruption Device
    4. Sub-space Field Modulator; weapons battery; Shield Battery
    5. Rare Neutronium MK XI; Rare Neutronium Mk X; Uncommon Ablative hull Plating MK XI
    6. Tipler Cylinder; Field Generator; Field Generator; Shield Emitter (all rare MK XI)
    7. Tachyokinetic Converter; Assimilated Module; Subspace Jump


    1. Engineering Team I; Aux power to structural Integrity II; Reverse Shield Polarity III
    2. Tactical Team I; Torpedo Spread II
    3. Engineering team I (I know that's redundant - I'll change that to something else probably)
    4. Hazard Emitters I; Polarize Hull Plating II; Tractor Beam III; Gravity Well III
    5. Science Team I; Jam Sensors II

    As for doffs, I think I had 2 rare shield doffs, a technician that provided +15 auxiliary power. I think I also had a Nurse that provided incredible crew recovery, and a rare projectile doff. (One, I think, might have been a Tholian warfare specialist; against borg).
    At the moment, I haven't been able to sell anything, so I don't have the EC to buy what I need in terms of doffs.

    let me recommend some station powers. first of all, no EPtS, and 2 crappy ET1. your not going to have much successes if you don't have EPtS on all the times.

    TT1, TS2
    EPtS1, RSP1, AtS2
    EPtS1

    JS1, HE2, TB3, GW3
    ST1, TS2


    this will basically do what your build does now, but better. should keep you alive better and allow you to attack better. AtS2 and HE with high aux will hep your hul healthy, and TSS, ST, RSP and EPtS1 will help keep your shields nice and strong.

    with TB3, i would suggest 1 TB doff, wile the TB is on you will drain shields, against targets with little power insulators quite a bit. with GW, you should also equip a GW doff or 2. the other doffs can be BFI, or anything else you would find useful.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited November 2012
    let me recommend some station powers. first of all, no EPtS, and 2 crappy ET1. your not going to have much successes if you don't have EPtS on all the times.

    TT1, TS2
    EPtS1, RSP1, AtS2
    EPtS1

    JS1, HE2, TB3, GW3
    ST1, TS2


    this will basically do what your build does now, but better. should keep you alive better and allow you to attack better. AtS2 and HE with high aux will hep your hul healthy, and TSS, ST, RSP and EPtS1 will help keep your shields nice and strong.

    with TB3, i would suggest 1 TB doff, wile the TB is on you will drain shields, against targets with little power insulators quite a bit. with GW, you should also equip a GW doff or 2. the other doffs can be BFI, or anything else you would find useful.

    Given that you have absolutely no tactical damage-increasing consoles, your damage is going to be extremely low. I would recommend that you give up the Shield Emitter and Ablative armour, shift the Tachyokinetic Converter and the Borg Console there, give up Subspace Jump, and fit three antiproton consoles in there instead.

    Unless, of course, you plan to do nothing but crowd control.
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  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited November 2012
    once I have some zen, i'll be able to do the modifications needed for the doffs.

    Yes. That was obvious when I used the ship with what I had listed :( My intention was to make it more a jack of several trades, but end up not being able to attack with any significant outcome.
    And yes, I'll install weapons-energy consoles.
    I was just unclear on one thing, should I replace the ablative armor with neutronium?? Or did you imply that I should install, for example the converter in the science slot, and the borg console in an engineering slot??

    If you want to keep both the Tachyokinetic Converter and the Borg console, yeah, put the converter in a science slot, and the borg console in an engineering slot. I suggested removing Ablative and Shield Emitter because they are somewhat less useful IMO than Field Generator and Neutronium. 2 Neutroniums is generally enough, given a good set of BoFF abilities, such as that given by dontdrunkimshoot.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited November 2012
    This is more of a general question - than a specific one - in regard to the reputation system and the new DOFFs.

    Would you trade off - or - would you build up - what you're doing based on such things?

    If you could get more defense, would you add more defense or would you look to add more offense elsewhere because of being able to have more defense (or flip it with offense/defense)... or am I giving too much credit to the rep system and new DOFFs?
  • havamhavam Member Posts: 1,735 Arc User
    edited November 2012
    wells/korath

    this is a torpedo boat build for ether of these ship

    3 plasma torps, 1 beam array, tric mine, harpang

    TT1, TS2

    EPtA1, RSP1, EWP1,
    EPtS1


    ST1, HE2, FBP2, GW3
    TB1, TSS2



    equipment

    borg/khg deflector
    borg/khg engine
    borg/maco/khg shield

    consoles

    borg, tipler Cylinder, iso

    4 particle generators

    3 plasma torp consoles

    doffs

    2 damage control doffs, 2 torp doffs, 1 GW doff

    FBP, EWP, GW, ISO, they all have thier damage buffed by particle gens, so you will want that maxed with this build. also a strong GW hold from graviton is recommended too. you dont need weapons energy with this build, but want max aux, and the rest into shields. this should set people very on fire, and deal a lot of shield bypassing damage. FBP2 should be a strong deterrent with that much aux and particle gens backing it, and GW3 and EWP1 will be excellent holds with thier own extra damage as well. with the tractor beam and grav well, a person should not be able to dig them selves out of all that plasma, early burning off of HE will likely doom your target.

    very similar to SVRs new flagship :) just two things about consoles. If you have the ferengi lobi console that will up your kinetic dmg considerably, I'm very happy with the results so far.

    In another thread some guys tested the effect of Tac consoles on the DoT from plasma torps/mines. Now i also was convinced that particle generators are the way to go.....but the former plamsa energy weapon consoles "ambiplasma something", so they say after testing, supposedly increase the dot. COuldn't do tests myself, yet, but this might be intersting if you have 7 consoles boosting your proc ;). Do the plasma torp consoles also boost DoT, i n know for certain that they didn't use to?

    Full Maco goes well with this as well, the 3set bonus adds another kinetic dmg thingy
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    havam wrote: »
    very similar to SVRs new flagship :) just two things about consoles. If you have the ferengi lobi console that will up your kinetic dmg considerably, I'm very happy with the results so far.

    In another thread some guys tested the effect of Tac consoles on the DoT from plasma torps/mines. Now i also was convinced that particle generators are the way to go.....but the former plamsa energy weapon consoles "ambiplasma something", so they say after testing, supposedly increase the dot. COuldn't do tests myself, yet, but this might be intersting if you have 7 consoles boosting your proc ;). Do the plasma torp consoles also boost DoT, i n know for certain that they didn't use to?

    Full Maco goes well with this as well, the 3set bonus adds another kinetic dmg thingy

    actually, the word is that plasma energy damage consoles do increase the plasma dot on EWP and torps, maybe plasma energy weapons too. maybe i should edit that build and recommend plasma energy consoles, see this is what happens when i make theory builds, not ones i have exhaustively flown and optimized.

    its almost worth building a super plasma beltching ship with that just so your dot is highest. for a wile now, i have been considering doing that, maybe when i can unlock the reman set. might make a post with the build later. it would have to be on a fleet ktinga, the closest thing to a romulan ship in game. 3 plasma DHC, and a plasma torp up front. 3 particle consoles and 3 plasma energy consoles. evil, the dot will be legendary.
  • havamhavam Member Posts: 1,735 Arc User
    edited November 2012
    actually, the word is that plasma energy damage consoles do increase the plasma dot on EWP and torps, maybe plasma energy weapons too. maybe i should edit that build and recommend plasma energy consoles, see this is what happens when i make theory builds, not ones i have exhaustively flown and optimized.

    its almost worth building a super plasma beltching ship with that just so your dot is highest. for a wile now, i have been considering doing that, maybe when i can unlock the reman set. might make a post with the build later. it would have to be on a fleet ktinga, the closest thing to a romulan ship in game. 3 plasma DHC, and a plasma torp up front. 3 particle consoles and 3 plasma energy consoles. evil, the dot will be legendary.

    Holy cow i think you just sold me on my first fleetship :)
  • rudiefix1rudiefix1 Member Posts: 420
    edited November 2012
    I can confirm that both torpedo and energy plasma consoles increase the dmg from plasma proc

    I did use plasma turrets, torpedos and EWP on my Ktinga a while ago. Worked nicely.
    [SIGPIC][/SIGPIC]

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    maximum plasma ktinga

    1 rom plasma torp, 3 plasma DHC, 1 experimental rom beam, 3 plasma turrets

    TT1, CRF1
    TS1


    EPtA1, AtB1, RSP2, EWP3
    EPtS1, AtB1, DEM2


    TB1, HE2

    my complete post buff AtB findings

    equipment

    borg deflector
    borg engine
    maco shiled

    consoles

    borg, temporal, leach, zero point

    3 plasma infused particle gens

    3 plasma energy damage

    doffs

    3 purple tech doffs, 2 projectile officer


    for causing plasma DOT, this is one of the best platforms. very maneuverable, 2 AtB capable, room for 3 particle consoles, and the plasma energy weapon consoles buff all plasma dot from any source, from EWP, the energy weapons, and the torps. DEM is extra hull damage too, and is buffed the same time your energy weapons are buffed.

    the point of the plasma torps is simply to deliver proc then anything else, and with TS on that rom torp you will be fireing lots of them, especially with projectile doffs procing. EWP3 is about as buffed as you can possibly make it, and the rom rep tier 5 active power can make it even hotter. with the rom 3 part set, that beam attack is extremely deadly when you stack plasma procs on someone.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited November 2012
    maximum plasma ktinga
    TS and CRF look pretty key, but you could drop one of those for the Corsair or the Fleet Corsair and run scorpion fighters for their dots.

    Fleet would mean dropping LtC Eng for LtC Sci, which gets you an extra particle generator. Guess I would drop ET and move to EPTS 1 maybe.

    Edit: Actually Fleet means dropping to Ens Eng so non-Fleet would probably be better for double A2B.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    redricky wrote: »
    TS and CRF look pretty key, but you could drop one of those for the Corsair or the Fleet Corsair and run scorpion fighters for their dots.

    Fleet would mean dropping LtC Eng for LtC Sci, which gets you an extra particle generator. Guess I would drop ET and move to EPTS 1 maybe.

    Edit: Actually Fleet means dropping to Ens Eng so non-Fleet would probably be better for double A2B.

    wile DOT is nice, i build ships that have 1 real purpose, to kill. the corsair is not a killer, even with that DOT, i chose a very potent killing platform, the ktinga. it can have 3 particle and 3 plasma consoles, think the corsair is 4/2, so kinda a wash. EPtS3 is amazing, and the extra ET1 comes in handy actually. you could eliminate ET and go with EPtS1 and an RSP2, but overall i prefer having the extra hull heal, and extra shield resistance.


    i did actually build this and fly it in 1 match before turkey time, i had everything but relatively cheap plasma weapons, and it was quite awesome. the massive amount of plasma proc did a significant amount of the damage in the few 1v1s i had in the C&H
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  • beary666stobeary666sto Member Posts: 0 Arc User
    edited November 2012
    I'm running this on my Intrepid. A little plasma burn bleedthrough build. You can easily throw this on a recon for more fun.

    Weapons:
    Fore: 3x Plasma Torp (I might throw a harpeng in here)
    Aft: 1 Phaser Beam Array, 2x Plasma Mines (you can swap in a tric I guess)

    Shields: Maco
    Engine: Borg
    Deflector: Borg

    BOffs:
    TT1, APD1
    PH1, HE2, VM1, GW3
    HE1, TSS2, ST3
    TB1
    EPTS1, ES1

    Consoles:
    1x Neutronium, 1x Ablative, Ablative Console
    2x Particle Gen, Borg, Field Generator
    2x Ambiplamsa Consoles

    Doffs: 2x Torp, 2x System, 1x Aftershock

    You might be able to bleed down an escort on your own, but primarily this ship will create kill opportunities, burn HEs and heal.

    In a recon, you could add TS1 for more plasma procs.
    Join Date: Sep 2009
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  • edited November 2012
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    Mavairo's Pyro Intrepid-recon build does this as well

    that reminds me, i really need to dig through that sci ship thread. and keep adding content to this thread period
  • sleakzsleakz Member Posts: 0 Arc User
    edited November 2012
    drunk whats your opinion on best weapon energy types? is phaser still the best for pvp?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    sleakz wrote: »
    drunk whats your opinion on best weapon energy types? is phaser still the best for pvp?

    weapons type is purely situational.

    got a flow cap heavy build and run tet glider? you will get the most millage out of tetryon or polaron, whos proc is buffed by flow cap.

    got a build that specializes in energy drain? then polaron is definitely the type to use.

    do lots of shield penetrating damage? well disrupters will help you deal more of that.

    sorta none of the above? well cant go wrong with phasers.

    want to use AP? well you can, as long as you have at least 2 ways to control movement and keep your target's defense score low.

    plasma, unless you go crazy buffing its proc, and have a ship built around plasma DOT, is not viable im afraid. the stf set shields guard against its damage, and EVERYONE is using an stf shield

    the hybrids can be interesting, but you only get 2 mods out of them. apply the reasoning above with the hybrid weapons too.


    as far as the weapon mods go, everyone will say acc is the best, and it is in certain situations. you can run acc weapons and fire and forget, not worrying to terribly about your targets evasion score.

    if you really want to deal damage though, you will control movement, and use critH heavy weapons. this will make a huge difference in your damage dealing

    crit D is not that great though, you might get an 8k crit from a DHC now and then, but your just as likly to get 2 6500 crits in a row with critH. NEVER use this mod on anything other then DHCs and quantum torps.

    dam is 99% the worst mod. the increase in base damage is very small and wont make near the difference of a very common crit with critH heavy weapons. only on plasma weapons are they good, they buff the plasma dot, the only thing going for plasma weapons right now
  • sleakzsleakz Member Posts: 0 Arc User
    edited November 2012
    Thanks so much for that detailed reply, very informative/insightful. At the moment running a cookie cutter 4dhc/3turret fleet defiant using phasers, so based on your information thats confirmed that phaser is the best option for me.

    However Im thinking of eventually running a tet glider build once i get the appropriate rep, I just have a few extra questions.

    1. Is the fleet defiant viable for running a tet glider build? From what I've read tet glide builds pay the trade off of being squishy, is that true?

    2. I have some purple mk XI tetryon dhc and turrets with [acc]x2 [critH] mods, these would be find to use with a tet glider build yeah?

    3. My current build includes all phaser dhc/turrets with the mod [acc]x3, would a tet glider build with the above mentioned weapons be more viable/damaging/effective then this?
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    1. Fleet Defiant is fairly tanky as far as 'scorts go, but in my experience tet glider is best done as a team build when you have someone who can watch your back.

    2. Those are very good weapons, they're perfectly fine with or without glider.

    3. This is hard to answer because your overall damage doesn't really have much to do with your energy type or even your build, up to a point. As an educated guess, I'd say that glider will deal more consistent damage over enough games, while phasers are much more of a gamble due to the nature of the proc.

    One trick I've found is you can stack a weaps batt in one of your device slots and use the battery DOff to get a fairly strong flat damage buff every time you use one. Since glider scales off your weapons power it's win win.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    useing omega, as apposed to the borg sets, makes you squishy because you trade off an extra hull heal for some extra damage. i find only ships that have maxed flow cap skill, and at least 2 flow cap consoles are viable glider users. and i think its more helpful on this that deal damage over time, then on an escort thats trying to kill quick.

    i do notice a difference when using glider and tet weapons, seems like their damage to shields overall is higher.

    proboly not. durring an alpha, if you get a shield proc, thats an almost guarantied kill. and you would need to use both sci consoles for glider, and respec to max flow cap. the extra hull heal would be more useful to a defiant, that only has 2 eng and 2 sci powers IMO.
  • sleakzsleakz Member Posts: 0 Arc User
    edited November 2012
    thanks alot for advice guys, looks like ill stick with what I've got atm, tet glider build sounds like the extra shield dmg is not really worth the costs to get it running properly.
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