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
I know this was originally answered in regard to Plasma Energy Damage - but there's something that's always kind of bothered me, that I thought I'd go ahead and ask.
Plasma Torpedo/Mine: the Ambiplasma console increases Plasma projectile damage.
Plasma Cannons/Beams/Turrets: the Plasma Infuser console increases Plasma energy damage.
Simple enough so far...enter the Plasma-Disruptor Hybrid.
Per STOwiki, you want a Disruptor Induction Coil for the Disruptor energy damage. If you want to buff the Plasma DoT damage - you want a Plasma Infuser.
Well, both Plasma Torps and Mines can also apply a Plasma DoT. Is that Plasma DoT affected by a Plasma Infuser? Does the Ambiplasma affect both the kinetic damage and the DoT on torps/mines? Is it a case that if you're running Plasma Energy/Torps/Mines - is the Plasma DoT being affected by both Plasma Infuser and Ambiplasma consoles?
Along those lines, will the Romulan set that buffs Plasma damage also buff those Plasma DoTs? What about the KHG torp damage bonus - does that apply to the Plasma DoT from a torpedo?
Just one of those things... was wondering what you thought, knew, and all that jazz. Thanks...
Since I'm new to PvP I noticed DDIS' thread and wondered if I could ask some questions of the learned minds...
1. On my Fed Tac captain, I have a Bug (acquired during the DOff pack event). Is the 3-piece Mk XI Jem set the best to slot into it, or should I use my 2-piece Borg & MACO Mk XI shield that I currently have on my Armitage? Also, would the panel recommend Aux2SIF (as per the Hilbert Guide) or RSP? And I'm using an all DHCs & turrets build (no torps). IS that the right way to go about it?
2. This may be a gimp build, but I play PvP for the fun not min-maxing... Anyway, I have an Orion Engie in a Hegh'ta, also because I love the ship. Does anyone have any advice as to what's best to use for that? Currently using the Polarised Disruptors from lockboxes, and have really only just started (no Borg Kit for her, using a 2-piece Jem Mk XI set and a positronic deflector).
If you're not teaming too often I'd take RSP over Aux2SIF, it's still a ridic strong skill and its only real counters are either kinetic or a Tac/Sci combo who both know what they're doing. Aux2SIF is also aux-reliant (so if your aux is procced off you're boned) while RSP isn't really dependent on anything. Once you're comfortable flying your ship you can also pull off some nifty psychological tricks when GDF is off cooldown.
Two-piece Borg and your Hazards are more than you'll ever need for keeping your hull primed.
I know this was originally answered in regard to Plasma Energy Damage - but there's something that's always kind of bothered me, that I thought I'd go ahead and ask.
Plasma Torpedo/Mine: the Ambiplasma console increases Plasma projectile damage.
Plasma Cannons/Beams/Turrets: the Plasma Infuser console increases Plasma energy damage.
Simple enough so far...enter the Plasma-Disruptor Hybrid.
Per STOwiki, you want a Disruptor Induction Coil for the Disruptor energy damage. If you want to buff the Plasma DoT damage - you want a Plasma Infuser.
Well, both Plasma Torps and Mines can also apply a Plasma DoT. Is that Plasma DoT affected by a Plasma Infuser? Does the Ambiplasma affect both the kinetic damage and the DoT on torps/mines? Is it a case that if you're running Plasma Energy/Torps/Mines - is the Plasma DoT being affected by both Plasma Infuser and Ambiplasma consoles?
Along those lines, will the Romulan set that buffs Plasma damage also buff those Plasma DoTs? What about the KHG torp damage bonus - does that apply to the Plasma DoT from a torpedo?
Just one of those things... was wondering what you thought, knew, and all that jazz. Thanks...
it was brought to my attention the other day that the plasma disrupter's DOT was subpar compared to standard plasma weapons for some reason, that kinda makes them a non option.
Plasma Infuser buff all plasma energy damage, and that includes DOT. particle gens also buff DOT as well, at least from torps and EWP, but not on energy weapon DOT, which is inconsistent and dumb.
Ambiplasma effect kinetic damage, and the dot of plasma torps and mines. but the kinetic from plasma i find to be not that important, so i focus most on the DOT aspect and stack plamsa energy weapons, wile also using plamsa energy weapons.
the KHG set does not buff the dot, it only effects knetic damage, believe me i checked, if that buffed the dot too that would have been awesome. whats the romulna set? hows the omega plasma torp? im still in tier 2 rep, so i haven't even seen these things yet
i do know that for an all out dot focused plasma weapons build, that does actually work surprisingly well even with the stf shields, the romulan plasma weapons are great. they are plasma weapons with a disrupter proc too, and you can have any combination of 2 mods with them. keep in mind that the dam mod buffs the proc damage, and the disruptor debuff magnitude too. thats why fleet plasma weapons with 3 dam mods are actually probably the ideal for plasma weapons surprisingly enough. plasma torps too.
If you're not teaming too often I'd take RSP over Aux2SIF, it's still a ridic strong skill and its only real counters are either kinetic or a Tac/Sci combo who both know what they're doing. Aux2SIF is also aux-reliant (so if your aux is procced off you're boned) while RSP isn't really dependent on anything. Once you're comfortable flying your ship you can also pull off some nifty psychological tricks when GDF is off cooldown.
Two-piece Borg and your Hazards are more than you'll ever need for keeping your hull primed.
Ah right I see. Thanks muchly for that. I wondered if I was unitentionally gimping myself with the 3-piece Jem set. That, and most of the fleet mates that I PvP with are Tacs, so cross-healing is somewhat minimal at times. I shall adjust my set up accordingly and see how it works out. Maybe one day I won't suck at flying it!
Tim
Edit:
Now, half the time I'm okay, and can go a complete round without dying. Other times, particularly against Klingons, I tend to melt like a snowflake in an oven... I'm sure it's something I've done wrong, or sub-optimised somewhere, so am looking for advice as to where that could be.
It's called me not reading the tooltip properly... Doh! I clean missed the part about the Aux to Battery requirement. :rolleyes:
With that in mind, would you recommend sticking A2B in my build somewhere, or sacking off the Horatios and using another brand of DOff?
Tim
its a great doff for ships that can use AtB, but that escort isn't one of them, it can already double up all its tac skills, and you need the LT slot for more useful things.
i would suggest 2 purple or 3 blue damage control doffs so you can run 1 copy of EPtS1 and 1 copy of EPtA1 and have them both on full up time, and then ether AtS or RSP. sci skills i would use TSS1, and HE2. HE with all that aux you will have will be great for healing your hull, and TSS can be a life saver when used when you start to take heavy fire.
the rest of the doffs i would use BFI. but theres always new doffs, i don't know enough about them yet to recommend them though
its a great doff for ships that can use AtB, but that escort isn't one of them, it can already double up all its tac skills, and you need the LT slot for more useful things.
i would suggest 2 purple or 3 blue damage control doffs so you can run 1 copy of EPtS1 and 1 copy of EPtA1 and have them both on full up time, and then ether AtS or RSP. sci skills i would use TSS1, and HE2. HE with all that aux you will have will be great for healing your hull, and TSS can be a life saver when used when you start to take heavy fire.
the rest of the doffs i would use BFI. but theres always new doffs, i don't know enough about them yet to recommend them though
Whether I agree with DDIS or disagree, makes no difference. Doesn't matter if YOU agree or disagree either. But when you see a statement like this from him you KNOW that means something is BORKED with the system. DDIS LIVES to get information. I'm sure he calls it 'data' or 'input' when he's muttering over a spreadsheet. Freaking Johnnie Five rebooted.
Another guy I know doffs about 27 hours a day. I'm pretty sure he no longer bathes, and only says he has a cat so as to pass off the giant litter box next to his desk. I mentioned that I was stacking battery doffs and asked his opinion.
Me: (sultry, somewhat smokey voice) So......I'm stacking battery doffs.
Him: (smitten, yet obviously confused) wut?
Me: (lilting, lyrical laughter,like rainbows) The on use battery doffs, I'm using three.
Him: (does drool have a sound?) wut?
So. Back to my question. What think? 3 doffs. I use dual system batteries. One or two SDO, Hazards, or tech for the 25 to aux when cloaked. (I use that as it takes effect as soon as you try to cloak, nice boost0
Oh mighty and powerful PvP Ship Building Gods of the Forums, I come to you in my time of need.
Let me just start by saying...Pvp--not my forte--in fact I tend to stay far far away from it. BUT! You fine folks of this particular section of the forums know you're stuff when building ships so I come to you on both knees begging for help.
Recently, I have found myself playing a bit of the Red Side. Got myself a little science captain who's closing in on 40. I find myself eyeballing the hell out of that Vo'quv Carrier (Fed side I bomb about in cruisers, and I know about the Vo'quv's terribad turn rate - lets just get that out of the way)
Now! I plan on rocking me some carrier when I hit 40, and am deadset on this particular one (Mainly cause it's just way too damn big) but from all my scouring of the inter-webs I can't for the life of me find some advice that pertains to me (a science captain) and what I do find is all about some torpedoes or turrets (both of which I am not a fan of)
I don't mind playing the healer - in fact I prefer it - but I'd like to get something going that'll let me do solo/dailies with ease. Not sure where to start--so here I am.
In essence (TLDR):
- Gonna rock a Vo'quv
- Need decent build
- Preferably beam boat (I hate torps and turrets)
- Want suggestions
Whew...think I've said what I need to. Well...except maybe...
...Help...
EDIT: Sidenote - This is the only ship/faction I have considered PvPing in - so, any recommendations on healboat/support ship with this is also welcome!
Whether I agree with DDIS or disagree, makes no difference. Doesn't matter if YOU agree or disagree either. But when you see a statement like this from him you KNOW that means something is BORKED with the system. DDIS LIVES to get information. I'm sure he calls it 'data' or 'input' when he's muttering over a spreadsheet. Freaking Johnnie Five rebooted.
Another guy I know doffs about 27 hours a day. I'm pretty sure he no longer bathes, and only says he has a cat so as to pass off the giant litter box next to his desk. I mentioned that I was stacking battery doffs and asked his opinion.
Me: (sultry, somewhat smokey voice) So......I'm stacking battery doffs.
Him: (smitten, yet obviously confused) wut?
Me: (lilting, lyrical laughter,like rainbows) The on use battery doffs, I'm using three.
Him: (does drool have a sound?) wut?
So. Back to my question. What think? 3 doffs. I use dual system batteries. One or two SDO, Hazards, or tech for the 25 to aux when cloaked. (I use that as it takes effect as soon as you try to cloak, nice boost0
if anything you said about me was true, there would be a lot more builds posted in this thread already! i am contently reminded by how much i don't know or didn't get right, yesterday its particle gens not buffing torp plasma proc, today it was APD lol. i only started parceling damage logs the other day after all this time. though i admit, looking at the numbers is slightly arousing...
were do you get all those dual batteries? they seem like a rare commodity to just eat through all the time. i got 1 of those very rare batery doffs, mant eng i think, from an officer exchange. boy was i suprised. have just been hanging on to it too. same thing with one of those SNB doffs, love those officer exchanges. those aux buffing tech doffs look very nice for bops, especially brels.
the majority of doffs out there i just don't have personal experience with, and wile some of the new ones in the newest pack are very interesting, they are all rare and expensive at the moment, assuming you can find them in an exchange category at all.
any ship with a low number of eng stations i would recommend damage control doffs so EPtX skills don't eat up those limited slots. have at least 2 LT eng slots? think about a 2 AtB build then, except in the steamrunners case. besides that, the extra shield heals from BFI doffs, cant go wrong there.
sci ships especially rely on their doffs heavily to be effective. without doffs, most sci skills are simply below a good effectiveness level.
In essence (TLDR):
- Gonna rock a Vo'quv
- Need decent build
- Preferably beam boat (I hate torps and turrets)
- Want suggestions
Whew...think I've said what I need to. Well...except maybe...
...Help...
EDIT: Sidenote - This is the only ship/faction I have considered PvPing in - so, any recommendations on healboat/support ship with this is also welcome!
the next few things im gunna post hrere are some sci ship builds from the old thread, some bop builds and some carrier builds. when ever i give myself time to do that. might be carriers first.
these 3 things i have little experience in, but i know the abilities and how they fit together well, so i should be able to come up with a decent baseline to get started on.
the next few things im gunna post hrere are some sci ship builds from the old thread, some bop builds and some carrier builds. when ever i give myself time to do that. might be carriers first.
these 3 things i have little experience in, but i know the abilities and how they fit together well, so i should be able to come up with a decent baseline to get started on.
Then I anxiously await to shower cookies and/or beer upon you. And thank you much!
this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.
borg deflector
borg engine
borg/KHG/advanced fleet/elite fleet shield
consoles
neutronium, 2 sfi
1-4 field generators/1-4 shield emitters
2 energy damage consoles or universal
doffs
2 EPtX damage control, 2 purple ST dev lab, 1 purple EPtA maint
pets
any, hull repair drones
this first one is a sci based healer tank basically, with the right consoles, the right doffs, and a bunch of aux it should heal and support well. pets arent to much of a priority here, i would stick any sort of healer pet here. the commander sci station is basically up for grabs, but FBP3 could act as a deterrent to shooting at you. you could also use tbr to push away attackers glued to your aft, a photonic shockwave to stun folks close to you and disrupt invincible shield vestas, shields extenders, and eject warp plasma cruisers flying at you.you can play with the order of EPtS, and ES/RSP as you like as well.
this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.
2 EPtX damage control, 1 energy siphon doffs, 1 TR doff, 1 pet launch faster doffs
(observe my doff knowledge reaching its limit here)
pets
siphon drones
well, your reason to exist is to plant drones on a target, and stack other energy draining things on them as well. you might as well use the omega 2 piece tet glider wile having all those flow cap consoles stacked for extra shield draining. lots of tractor up time means yout target wont be able to just fly away from the tykerns rift and the slow siphon drones. apply drones, receive victory, assuming the enemy team has no CSV, no FAW, no TBR, and no EWP. wile siphon drones in ideal condition can rnder someone basicly helpless, they pop from 1 or 2 AOE hits
this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.
borg deflector
borg engine
borg/KHG/advanced fleet/elite fleet shield
consoles
neutronium, 2 sfi
1-4 field generators/1-4 shield emitters
2 energy damage consoles or universal
doffs
2 EPtX damage control, 2 purple ST dev lab, 1 purple EPtA maint
pets
any, hull repair drones
this first one is a sci based healer tank basically, with the right consoles, the right doffs, and a bunch of aux it should heal and support well. pets arent to much of a priority here, i would stick any sort of healer pet here. the commander sci station is basically up for grabs, but FBP3 could act as a deterrent to shooting at you. you could also use tbr to push away attackers glued to your aft, a photonic shockwave to stun folks close to you and disrupt invincible shield vestas, shields extenders, and eject warp plasma cruisers flying at you.you can play with the order of EPtS, and ES/RSP as you like as well.
This - thank you - it's what I was in the neighborhood for. Now, for solo PvE content type things, I imagine I'd pop in some BoPs in my hanger and just let them cause hell while I plink away with beams at the enemy? Sort of a "Survive the onslaught, let the kids run about and have the fun" type of deal. I imagine I would set Weapon Power up instead of Aux at this point too. Any suggestions?
WARNING! The following is a more experimental build then anything else. Relying on only a more concept Idea then anything else. Also, the build will not work as well in PVE. It CAN work there, but the damage will be less then optimal.
The following was built using the only Science ship I have that had access to the apporiate BOFFs needed. While yes there are better science ships to use, this was the best I have.
Tholian Orb
Universal LtC:
Emergency Power to Auxilery 1, Auxilery to the Battery 1, Eject Warp Plasma 1
Ensign Tactical: Tactical Team 1
LtC Engineering: Emergency Power to Shields 1, Auxilery to the Battery 1, Reverse shield polarity 2
Ensign Science: Tractor Beam 1
Commander Science: Hazard Emitters 1, Transfer Shield Strength 2, Tractor Repulsors 2, Viral Matrix 3
Duty officers: 1x Uncommon System Engineer AOE Viral, 1x Rare System Engineer Recurring Viral, 2x Very Rare Technicians, 1x Rare technicians
Weapons Fore: 1x Plasma Torpedoes Mk XII [CrtH] [Dmg]x2, 1x Plasma Torpedo [CrtD] [Dmg]x2, 1x Hargh'Peng
Weapons Aft: 1x Borg Cutting Beam, 1x Plasma Mine Launcher mk XII [CrtD] [Dmg]x2
Consoles:
Engineering: 2x Neutronium Alloy Mk XI (rare), 1x Ablative Armor (Rare)
Science: Tholian Web Generator, Assimilated Borg console, 2x Particle Generator (rare)
Tactical: 2x Ambiplasma Envelope Mk XII (Rare), 1x TCD Subspace Infuser Mk XII (Rare)
The Concept of the Build:
Viral Matrix 3 for Disables with the Doffs for extra Disables either on the target or with lucky procs on the Nearby Allies.
Perma Warp Plasma and Rapid Fire Virals avaliable via Aux to bat x2
TBR 2 being the main damage avaliable other wise with Tractor beam for holding people in place for more Plasma or Viralness.
Consoles
Tac: Graviton, 2x CFR
Eng: Borg, 2x Neut
Sci: Tachyo, Rom Grav (Shield), Rom Grav (Hull), EPM
Deflector/Engine/Shields: AKHG
Role: Tackler/Defense Nullifier/Pet Killer
edit: Can you stack DOs? If so, what about dropping the AtB/Tech stuff - switch the Uni LCdr from Eng to Tac - add the second Tac Team, Torp Spread, and DPB? You'd lose the EWP spam though. AtB1 would be replaced with RSP1.
that's kind of dumb.... if it won't work well in PVE how can it work well in PvP??? oO
unless of course he failed to mention that it won't work well against BORG.....but even then it doesn't make sense.
If its good for PvP it should work wonders for PvE
I believe it's a role situation. There are roles that one might consider for PvP that are pointless in PvE - well, because PvE is PvE - the AI is the AI - and there's just no need for it in PvE.
Thing's that you'd be "happy" to see in PvP (on your team)...
...but things that would make you "sad" to see in PvE while trying to do optionals.
Mobs just aren't going to be doing all the things that player might do, so having a build meant to deal with those things - well, it wouldn't work well in PvE.
Likewise, it's one of the reasons that a PvEer may initially have a bunch of complaints when entering PvP - it's just not that simple in PvP.
A PvP DPS boat will likely rock in PvE.
A PvP Heal boat will likely rock in PvE.
You start to step away from those two roles, though - things that might rock in PvP and well, you're wasting space in PvE...
Hell, it's one of the reasons that many claim to enjoy PvP and one of the complaints many have against PvE...
Im currently investigating a "disable" Vo'Quv build. However, with all the new grinding it has not big priority, but here is the principle:
To max disable an opponent use of 2x reinforced marauding force. VM3, phaser beams (incl target subsystems) and maybe chroniton mines/torps and tractor beam for additional holds.
The idea is that you always disable either via VM/phasers/subsystem targetting or the marauding force. This because VM/phasers/subsystem targetting is cleared by ET and the marauding force by TT. So the target cannot (without help) clear all disables at the same time, since Et and TT share cooldown.
But like I said, need to test it still thoroughly.....
that's kind of dumb.... if it won't work well in PVE how can it work well in PvP??? oO
unless of course he failed to mention that it won't work well against BORG.....but even then it doesn't make sense.
If its good for PvP it should work wonders for PvE
A lot of skills are circumstantial, especially with Sci tubs. VM3 isn't all that great against NPCs but it's brutal against players.
Comments
I know this was originally answered in regard to Plasma Energy Damage - but there's something that's always kind of bothered me, that I thought I'd go ahead and ask.
Plasma Torpedo/Mine: the Ambiplasma console increases Plasma projectile damage.
Plasma Cannons/Beams/Turrets: the Plasma Infuser console increases Plasma energy damage.
Simple enough so far...enter the Plasma-Disruptor Hybrid.
Per STOwiki, you want a Disruptor Induction Coil for the Disruptor energy damage. If you want to buff the Plasma DoT damage - you want a Plasma Infuser.
Well, both Plasma Torps and Mines can also apply a Plasma DoT. Is that Plasma DoT affected by a Plasma Infuser? Does the Ambiplasma affect both the kinetic damage and the DoT on torps/mines? Is it a case that if you're running Plasma Energy/Torps/Mines - is the Plasma DoT being affected by both Plasma Infuser and Ambiplasma consoles?
Along those lines, will the Romulan set that buffs Plasma damage also buff those Plasma DoTs? What about the KHG torp damage bonus - does that apply to the Plasma DoT from a torpedo?
Just one of those things... was wondering what you thought, knew, and all that jazz. Thanks...
Since I'm new to PvP I noticed DDIS' thread and wondered if I could ask some questions of the learned minds...
1. On my Fed Tac captain, I have a Bug (acquired during the DOff pack event). Is the 3-piece Mk XI Jem set the best to slot into it, or should I use my 2-piece Borg & MACO Mk XI shield that I currently have on my Armitage? Also, would the panel recommend Aux2SIF (as per the Hilbert Guide) or RSP? And I'm using an all DHCs & turrets build (no torps). IS that the right way to go about it?
2. This may be a gimp build, but I play PvP for the fun not min-maxing... Anyway, I have an Orion Engie in a Hegh'ta, also because I love the ship. Does anyone have any advice as to what's best to use for that? Currently using the Polarised Disruptors from lockboxes, and have really only just started (no Borg Kit for her, using a 2-piece Jem Mk XI set and a positronic deflector).
Thanks in advance guys (and girls),
Tim
Two-piece Borg and your Hazards are more than you'll ever need for keeping your hull primed.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
it was brought to my attention the other day that the plasma disrupter's DOT was subpar compared to standard plasma weapons for some reason, that kinda makes them a non option.
Plasma Infuser buff all plasma energy damage, and that includes DOT. particle gens also buff DOT as well, at least from torps and EWP, but not on energy weapon DOT, which is inconsistent and dumb.
Ambiplasma effect kinetic damage, and the dot of plasma torps and mines. but the kinetic from plasma i find to be not that important, so i focus most on the DOT aspect and stack plamsa energy weapons, wile also using plamsa energy weapons.
the KHG set does not buff the dot, it only effects knetic damage, believe me i checked, if that buffed the dot too that would have been awesome. whats the romulna set? hows the omega plasma torp? im still in tier 2 rep, so i haven't even seen these things yet
i do know that for an all out dot focused plasma weapons build, that does actually work surprisingly well even with the stf shields, the romulan plasma weapons are great. they are plasma weapons with a disrupter proc too, and you can have any combination of 2 mods with them. keep in mind that the dam mod buffs the proc damage, and the disruptor debuff magnitude too. thats why fleet plasma weapons with 3 dam mods are actually probably the ideal for plasma weapons surprisingly enough. plasma torps too.
Ah right I see. Thanks muchly for that. I wondered if I was unitentionally gimping myself with the 3-piece Jem set. That, and most of the fleet mates that I PvP with are Tacs, so cross-healing is somewhat minimal at times. I shall adjust my set up accordingly and see how it works out. Maybe one day I won't suck at flying it!
Tim
Edit:
Now, half the time I'm okay, and can go a complete round without dying. Other times, particularly against Klingons, I tend to melt like a snowflake in an oven... I'm sure it's something I've done wrong, or sub-optimised somewhere, so am looking for advice as to where that could be.
My current spec and BOff stations here.
Currently outfitted with the following;
Fore weapons: 2x Mk X Polaron DHC [Acc]x2 [CrtH], 2x Mk XI Polaron DHC [Acc]x2 [CrtD]
Rear weapons: 1x Mk XI Polaron Turret [Acc]x2 [CrtH], 2x MK XI Polaron Turret [Acc]x2 [CrtD]
Deflector: Mk XI Assimilated Deflector
Engines: Mk XI Assimilated Subtranswarp Engines
Shield: Mk XI MACO Resilient Shield
Engineering: Borg Assimilated Console, Mk XII Ablative Armour, Mk XI Neutronium Armour, Mk XI Neutronium Armour
Science: Mk XII Field Generator
Tactical: 2x Mk X Polaron Phase Modulator, 3x Mk XI Polaron Phase Modulator
My DOffs: 1x Hamlet, 2x SDO (BFI), 2x Horatio Technicians.
Any thoughts as to where I'm going wrong?
With that in mind, would you recommend sticking A2B in my build somewhere, or sacking off the Horatios and using another brand of DOff?
Tim
its a great doff for ships that can use AtB, but that escort isn't one of them, it can already double up all its tac skills, and you need the LT slot for more useful things.
i would suggest 2 purple or 3 blue damage control doffs so you can run 1 copy of EPtS1 and 1 copy of EPtA1 and have them both on full up time, and then ether AtS or RSP. sci skills i would use TSS1, and HE2. HE with all that aux you will have will be great for healing your hull, and TSS can be a life saver when used when you start to take heavy fire.
the rest of the doffs i would use BFI. but theres always new doffs, i don't know enough about them yet to recommend them though
Whether I agree with DDIS or disagree, makes no difference. Doesn't matter if YOU agree or disagree either. But when you see a statement like this from him you KNOW that means something is BORKED with the system. DDIS LIVES to get information. I'm sure he calls it 'data' or 'input' when he's muttering over a spreadsheet. Freaking Johnnie Five rebooted.
Another guy I know doffs about 27 hours a day. I'm pretty sure he no longer bathes, and only says he has a cat so as to pass off the giant litter box next to his desk. I mentioned that I was stacking battery doffs and asked his opinion.
Me: (sultry, somewhat smokey voice) So......I'm stacking battery doffs.
Him: (smitten, yet obviously confused) wut?
Me: (lilting, lyrical laughter,like rainbows) The on use battery doffs, I'm using three.
Him: (does drool have a sound?) wut?
So. Back to my question. What think? 3 doffs. I use dual system batteries. One or two SDO, Hazards, or tech for the 25 to aux when cloaked. (I use that as it takes effect as soon as you try to cloak, nice boost0
Let me just start by saying...Pvp--not my forte--in fact I tend to stay far far away from it. BUT! You fine folks of this particular section of the forums know you're stuff when building ships so I come to you on both knees begging for help.
Recently, I have found myself playing a bit of the Red Side. Got myself a little science captain who's closing in on 40. I find myself eyeballing the hell out of that Vo'quv Carrier (Fed side I bomb about in cruisers, and I know about the Vo'quv's terribad turn rate - lets just get that out of the way)
Now! I plan on rocking me some carrier when I hit 40, and am deadset on this particular one (Mainly cause it's just way too damn big) but from all my scouring of the inter-webs I can't for the life of me find some advice that pertains to me (a science captain) and what I do find is all about some torpedoes or turrets (both of which I am not a fan of)
I don't mind playing the healer - in fact I prefer it - but I'd like to get something going that'll let me do solo/dailies with ease. Not sure where to start--so here I am.
In essence (TLDR):
- Gonna rock a Vo'quv
- Need decent build
- Preferably beam boat (I hate torps and turrets)
- Want suggestions
Whew...think I've said what I need to. Well...except maybe...
...Help...
EDIT: Sidenote - This is the only ship/faction I have considered PvPing in - so, any recommendations on healboat/support ship with this is also welcome!
if anything you said about me was true, there would be a lot more builds posted in this thread already!
were do you get all those dual batteries? they seem like a rare commodity to just eat through all the time. i got 1 of those very rare batery doffs, mant eng i think, from an officer exchange. boy was i suprised. have just been hanging on to it too. same thing with one of those SNB doffs, love those officer exchanges. those aux buffing tech doffs look very nice for bops, especially brels.
the majority of doffs out there i just don't have personal experience with, and wile some of the new ones in the newest pack are very interesting, they are all rare and expensive at the moment, assuming you can find them in an exchange category at all.
any ship with a low number of eng stations i would recommend damage control doffs so EPtX skills don't eat up those limited slots. have at least 2 LT eng slots? think about a 2 AtB build then, except in the steamrunners case. besides that, the extra shield heals from BFI doffs, cant go wrong there.
sci ships especially rely on their doffs heavily to be effective. without doffs, most sci skills are simply below a good effectiveness level.
the next few things im gunna post hrere are some sci ship builds from the old thread, some bop builds and some carrier builds. when ever i give myself time to do that. might be carriers first.
these 3 things i have little experience in, but i know the abilities and how they fit together well, so i should be able to come up with a decent baseline to get started on.
Then I anxiously await to shower cookies and/or beer upon you. And thank you much!
It's linked in my siglink, in case anyone is interested in his knowledge.
They make my DC's shine!
Cheers happy flying!
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.
6 beam arrays
TT1, FAW2, APD2
EPtA1, EPtS2, ES2/RSP2
PH1, HE2, ST3, FBP3
HE1, TSS2
station power long form here
equipment
borg deflector
borg engine
borg/KHG/advanced fleet/elite fleet shield
consoles
neutronium, 2 sfi
1-4 field generators/1-4 shield emitters
2 energy damage consoles or universal
doffs
2 EPtX damage control, 2 purple ST dev lab, 1 purple EPtA maint
pets
any, hull repair drones
this first one is a sci based healer tank basically, with the right consoles, the right doffs, and a bunch of aux it should heal and support well. pets arent to much of a priority here, i would stick any sort of healer pet here. the commander sci station is basically up for grabs, but FBP3 could act as a deterrent to shooting at you. you could also use tbr to push away attackers glued to your aft, a photonic shockwave to stun folks close to you and disrupt invincible shield vestas, shields extenders, and eject warp plasma cruisers flying at you.you can play with the order of EPtS, and ES/RSP as you like as well.
this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.
6 polaron beam arrays
TT1, FAW2, APD2
EPtA1, EPtS2, RSP2
TB1, HE2, TR2, Energy Syphon3
TB1, TSS2
station power long form here
equipment
omega deflector
omega engine
omega/KHG/advanced fleet/elite fleet shield
consoles
neutronium, borg, leach
4 flow cap
2 polaron energy damage consoles
doffs
2 EPtX damage control, 1 energy siphon doffs, 1 TR doff, 1 pet launch faster doffs
(observe my doff knowledge reaching its limit here)
pets
siphon drones
well, your reason to exist is to plant drones on a target, and stack other energy draining things on them as well. you might as well use the omega 2 piece tet glider wile having all those flow cap consoles stacked for extra shield draining. lots of tractor up time means yout target wont be able to just fly away from the tykerns rift and the slow siphon drones. apply drones, receive victory, assuming the enemy team has no CSV, no FAW, no TBR, and no EWP. wile siphon drones in ideal condition can rnder someone basicly helpless, they pop from 1 or 2 AOE hits
This - thank you - it's what I was in the neighborhood for. Now, for solo PvE content type things, I imagine I'd pop in some BoPs in my hanger and just let them cause hell while I plink away with beams at the enemy? Sort of a "Survive the onslaught, let the kids run about and have the fun" type of deal. I imagine I would set Weapon Power up instead of Aux at this point too. Any suggestions?
Hrmm, that kind of got me thinking...
TT1
EPtA1, AtB1, RSP2
EPtS1, AtB1, EWP1
TSS1, HE2, TB3, GW3
PH1
DOFFs: 3 Tech, 1 Grav, 1 MAS
Fore: Chron Dual Beam, Chron Flux Torp, Chron Flux Torp
Aft: Temp Disruption, Chron Mine Launcher, Chron Flux Torp
Consoles
Tac: Graviton, 2x CFR
Eng: Borg, 2x Neut
Sci: Tachyo, Rom Grav (Shield), Rom Grav (Hull), EPM
Deflector/Engine/Shields: AKHG
Role: Tackler/Defense Nullifier/Pet Killer
edit: Can you stack DOs? If so, what about dropping the AtB/Tech stuff - switch the Uni LCdr from Eng to Tac - add the second Tac Team, Torp Spread, and DPB? You'd lose the EWP spam though. AtB1 would be replaced with RSP1.
I believe it's a role situation. There are roles that one might consider for PvP that are pointless in PvE - well, because PvE is PvE - the AI is the AI - and there's just no need for it in PvE.
Thing's that you'd be "happy" to see in PvP (on your team)...
...but things that would make you "sad" to see in PvE while trying to do optionals.
Mobs just aren't going to be doing all the things that player might do, so having a build meant to deal with those things - well, it wouldn't work well in PvE.
Likewise, it's one of the reasons that a PvEer may initially have a bunch of complaints when entering PvP - it's just not that simple in PvP.
A PvP DPS boat will likely rock in PvE.
A PvP Heal boat will likely rock in PvE.
You start to step away from those two roles, though - things that might rock in PvP and well, you're wasting space in PvE...
Hell, it's one of the reasons that many claim to enjoy PvP and one of the complaints many have against PvE...
To max disable an opponent use of 2x reinforced marauding force. VM3, phaser beams (incl target subsystems) and maybe chroniton mines/torps and tractor beam for additional holds.
The idea is that you always disable either via VM/phasers/subsystem targetting or the marauding force. This because VM/phasers/subsystem targetting is cleared by ET and the marauding force by TT. So the target cannot (without help) clear all disables at the same time, since Et and TT share cooldown.
But like I said, need to test it still thoroughly.....
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
A lot of skills are circumstantial, especially with Sci tubs. VM3 isn't all that great against NPCs but it's brutal against players.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
he used to have a great hybrid sci/heal boat outta it.
Do you even Science Bro?