Hi all ,
It has been a while since my last attempt at PVP , so I'd appreciate some suggestions before I begin setting up .
Here's what I've got so far :
For : DHC x 4
Aft : 2 turrets , 1 ... --
suggestions ? (considering a high yield torp or mine)
Tac : 5 energy consoles
Sci : shield enhancing or energy drain negating console (I STF a lot)
Commander Tactical Station
TT1 ,APB 1 , CRF2 , CRF3
Lt. Commander Tactical Station
TT1 ,
? , APO 1 --
suggestions ?
Lieutenant Universal Station
HA1 , AtB 1
Lieutenant Universal Station
ET1 , AtB 1
Ensign Engineering Station
EPS1
- On the Doff side , 3 x Technician DOffs to cycle AtB1 faster .
I'm open to suggestions as to the last two Doffs .
- Not sure also what type of weapon energy to use .
Right now I'm thinking disruptors , but later on phased poloron , w/the jemmy set ? (probably later if that set gets a mk 12 variant)
As to the sets ... , Maco seems like the obvious choice , but perhaps there is a better Fleet deflector out there (along w/a Turn or Speed x 3 Fleet engine) ?
Thanks 4 any suggestions !
Comments
Gear: 2xBorg+Maco
Doffs: 3xBFI + 2x whatever
(For STFs you should replace the ST with HE.)
First off , ty 4 the reply !
Now ... , I kind of don't get why TT1 / APB1 / CRF2 / APO3 > TT1 / APB1 / APO1 / CRF3 as an Alpha strike .
Does AOP 3 change that much ?
In his "pro tip" section he includes the CRF3 as an alternative (pretty much as I planned to use it).
Speaking of the hilbertguide -- if one uses his keybids w/tray 7 -- what happens if say CRF3 and CRF2 happen to end their cooldown cycle at the same time ?
Or TS3 + TS2 ?
In these cases which one does the keybind choose to fire off ?
The higher one ?
The one closest to the right end of the tray ?
I actually postponed making this post and wrote it post S.7 , so that I could avoid that exact answer .
(no offense)
I've hear murmors that as the Borg heal set bonuses were not going to fire from 2 set pieces (all 3 would be required for that) -- that the PVP community would start to look at other alternatives to the standard "2xBorg+Maco" for everything .
Has that not happened (yet) ?
Or is that set still "king of the hill" despite the lack of healing bonuses ?
I will have to think about that .
I've found the AtB 1 + Technician DOffs to be very helpful on my Fleet K'Tinga (in STF's -- 'cause as much as I love her , she's not for T5 PVP) .
But the speed up that combo gives to cycling the weapons abilities really makes that ship an asset as a support vessel .
Actually in STF's I always roll with Tractor Beam 1 / HE2 .
No kidding ... .
I still have not used mine , but the Bug & pet spam were the final straws that chased me off PVP back in the day .
So in one way i feel like such an f-ing traitor/duche for getting a Bug .
On the other ... , at times I do love to PVP !
Btw , from what I'm hearing the Steamrunner has some decent survival ability .
(4 Eng slots , like the Bug + similar hull strength)
A great ship for cruiser folks who want to try a Tac ship and not blow up leaving ESD ... . :P
If you can get CRF3, you should probably use it.
One can't really tell for sure. But once you are in the fight, you will cycle everything all the time, so you won't have this problem often (unless you use tac initiative). And you can always fire skills manually if you see this problem coming up.
It is still a good setup. Maybe not quite as dominant as it once was.
2-part borg still gives the hull heal, which healing-wise has always been the more important part. The shield proc was mainly interesting for resistance.
I personally don't use AtB, but especially on escorts I don't think that it is particularly useful. You have enough slots to double up on all important tac skills, so you won't gain much from using AtB. This is different for cruisers.
have fun kill bad guys
I see .
Well , as I plan to use the ship on a Tac toon that has been w/the Defiant for a while , so I do have CRF3 .
The only difference is that I'm thinking about not using a Torp in front but instead a "surprise" in that back that (in theory) could be deployed fast due to the ship's turn rate .
BTW any suggestions as to what packs a punch these days ? Tricobolt mine ? Transphasic torp ?
Ok , I see , ty .
I'll have to see if the hull heal every .. 60 secs (if I remember correctly -- or it could be 45 secs) is the maximum benefit I can get .
45-60 secs is a long time in PVE ... , in PVP for an escort it's an eternity !
Perhaps ... , but ever since the holographic Boff gave us that speed up on our cooldowns -- I've been enamored with that power , and I love that I can get it by not using a Sci toon/boff .
Mind you if it'll be a catastrophe , I'll look for other ways to do things .
That is just an experiment 4 now .
Well to be perfectly honest , I already know that I won't be maxing my build simply because I'm not gonna respec my Defiant Captain (who's also spec'd into torps) .
At least not for starters .
True ... , and funny that you should mention my piloting style as that is also one of my less then great pvp attributes , as I don't like to zip around at crazy speeds .
I know some players (many tac players) love to do that , I know they r good @ it too , but my brain is not wired to process "action" at that those speeds .
That's like watching a constant loop of Michael Bay action sequences ... .
Sure it's fun from time to time , but not after I come home tired from work .
So I'm fully ready to get pwned in my Jemmy as well !
If I feel like LOL-ing , I come in my Eng/Galor , and enjoy the attempts to slay me 1-on-1 .
(3 on 1 or more works btw !:P)
Thanks again 4 the responses btw !
that being said, its not for everyone. but the bug allows for unbelievable defense, so you should feel comfortable at a low engine setting.
gl with your build man.
Com. Tac
TT, C:RF I, AP:O I, C:RF III
Lt. Com Tac
TT, C:SV I/AP: D I, AP:O I
Lt. Eng
EPtS, RSP I
Lt. Sci
TSS I, HE II
Ens. Eng
EPtS
The thing is, you've chosen two of maybe three ships in the game that are designed for pure speed (I'd include Beta MVAM as the third). The bug can sort of hull tank because of its ridiculous amount of defence but really, if you're not keen on going really fast you might want to look at other ships.
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
TT1-dispersal1-crf2-omega3
Bo1-apd1-crf2
Epts1-batt1
Eptw1-batt1
Et1
The reason for the 2x crf's is to keep a smoother cd of them. Aux2batt rotates kind of funky with only one and will create gaps with just one. Omega3 and delta will run back to back forever as will your two emergency powers. Use your tt and ET situationally for you or teammates. You will find as an escort having an ET pretty handy with the amount of disable abilities flying around. Not really sure why ppl are running EptA with aux2batt on dps builds when EptW boosts damage every time you use it for 5secs (including dem damage for dps cruisers) and keeps your weapon power closer to cap.
my Main is Kedric@Kedric
Attack Pattern Omega 3
Attack Pattern Delta 1
Dispersal Pattern Beta 1
2x Emergency power to shields 1
RSP 1
Hazard Emitters 1
Transfer Shield Strength 2
3 Attack Pattern doffs.
2x Tac team (Given)
2-RCS's
2-Neutro
My Sci slot is uni/field gen/emitter array
Tac is 4xPhaser relays and the 5th is a uni.(tachyokinetic)
..now im not the best at explaining buy hope it helps.
Well if you can afford attack pattern doffs, then they are definately the way to go over a technician build
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
eh, i farmed ec for most of mystuff. 90 percent of it atleast.
If you use, for example, Attack Pattern Delta, it places your second Attack Pattern on a global cooldown and once Attack Pattern Delta has finished it will go on its usual cooldown, however, you do not need to wait out the whole length of this cooldown. You only need to wait until your second Attack Pattern has finished its global cooldown, then use it, and it forces the first Attack Pattern into a global cooldown effectively halving its usual cooldown.
@f4tamy | Sad Pandas
yes, this. please dont spend the xtra ec on a third, they are very xpensive.
Yes, but useing this makes you reliant on useing your delta in between. Therefore makes it useless as a pass to your team if you need to do so in some occasions.
Cheers,
Brandon =/\=
My team build for my bug was two rsp1's with a heavy reliance on my team mates for hull heals. A rsp every minute is pretty nice for an escort imo. A 2x aux2batt build means no rsp's (not that rsp is a must have ability). the attack pattern doffs would work great with this build keeping your hull resist and defense boost up at all times. Running 3 engies on the build also gives you the luxury of being able to slot an ET1 on your escort which is incredibly useful in the current environment. Use the other doffs for emergency power cd's, and slot a EmtS1, and a EmtW1
Rofl. Classic example of Dev tracker not being your friend