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Suggestions please for a Jem'Hadar setup

aelfwin1aelfwin1 Member Posts: 2,896 Arc User
edited November 2012 in PvP Gameplay
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 ! :)
Post edited by Unknown User on

Comments

  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited November 2012
    The fleet escort setup from http://hilbertguide.com/ works fine.

    Gear: 2xBorg+Maco
    Doffs: 3xBFI + 2x whatever

    (For STFs you should replace the ST with HE.)
  • edited November 2012
    This content has been removed.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited November 2012
    The fleet escort setup from http://hilbertguide.com/ works fine.

    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 ?

    Gear: 2xBorg+Maco

    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 ?

    Doffs: 3xBFI + 2x whatever

    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 .

    (For STFs you should replace the ST with HE.)

    Actually in STF's I always roll with Tractor Beam 1 / HE2 . :)
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited November 2012
    Don't worry too much...the Bug is really...OP!:D

    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
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited November 2012
    aelfwin1 wrote: »
    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).
    The guide gives the APO3 build (which has a tiny bit more alpha strike power) mostly because APO3 is easily obtained for everyone whereas only tac captains can train CRF3 and not every beginning player has a tac friend who can train it for them.

    If you can get CRF3, you should probably use it.
    aelfwin1 wrote: »
    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 ?
    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.


    aelfwin1 wrote: »
    I actually postponed making this post and wrote it post S.7 , so that I could avoid that exact answer . :)
    It is still a good setup. Maybe not quite as dominant as it once was.
    aelfwin1 wrote: »
    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 .
    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.

    aelfwin1 wrote: »
    I will have to think about that .
    I've found the AtB 1 + Technician DOffs to be very helpful on my Fleet K'Tinga
    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.
  • thishorizonthishorizon Member Posts: 1,158
    edited November 2012
    follow the hilbert guide for starters. if you sway from that direction you are possibly not maxing your build. but based on your piloting style, small changes can always be made, and can be impactful.

    have fun kill bad guys
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited November 2012
    The guide gives the APO3 build (which has a tiny bit more alpha strike power) mostly because APO3 is easily obtained for everyone whereas only tac captains can train CRF3 and not every beginning player has a tac friend who can train it for them.

    If you can get CRF3, you should probably use it.

    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 ?

    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.

    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 ! :D

    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.

    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 .
    follow the hilbert guide for starters. if you sway from that direction you are possibly not maxing your build.

    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 .

    but based on your piloting style, small changes can always be made, and can be impactful.

    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 . :o

    So I'm fully ready to get pwned in my Jemmy as well ! :D
    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 !
  • thishorizonthishorizon Member Posts: 1,158
    edited November 2012
    i encourage you to speed things up while in an escort.

    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.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    Here is the bug build I typically use when I feel like a boring jerkwad:

    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.
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    vids and guides and stuff

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  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    I've run my big with a aux2batt build before. It's not the MOST efficient build out there, but I do think its viable. The build I ran had multiple spike sources on it when I was resulting tric mines and there lack of skill to use. While my dps numbers didn't look really high, my kill counts usually were thanks to BO's and tric spikes. (Tric mines are OP and I'm not advocating using them. My testing of them was on autofire to show how little skill it really takes to use them. After my second kill in the very first match I ran this layout in, I had ppl ******** about me using them) you could replace the mine with any mine or a torp spread out the back.

    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.
  • kedric1kedric1 Member Posts: 0 Arc User
    edited November 2012
    i would be glad to help out if you like just send me a message if i am online or in game Mail and i will go over everthing with you and show you a few things

    my Main is Kedric@Kedric :D
  • s7ikes7ike Member Posts: 0 Arc User
    edited November 2012
    Well, mine i use 2 Copies of Rapid Fire 2
    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.
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    s7ike wrote: »
    Well, mine i use 2 Copies of Rapid Fire 2
    Attack Pattern Omega 3
    Attack Pattern Delta 1
    Dispersal Pattern Beta 1
    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
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    Yeah, three AP DOffs... ouch, my wallet just felt psychic pain. lol
    [SIGPIC][/SIGPIC]
    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
  • s7ikes7ike Member Posts: 0 Arc User
    edited November 2012
    Yeah, three AP DOffs... ouch, my wallet just felt psychic pain. lol

    eh, i farmed ec for most of mystuff. 90 percent of it atleast.
  • tick0tick0 Member Posts: 243 Arc User
    edited November 2012
    Just going to chip in... You don't need more than two Attack Pattern DOffs.

    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.
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  • thishorizonthishorizon Member Posts: 1,158
    edited November 2012
    tick0 wrote: »
    Just going to chip in... You don't need more than two Attack Pattern DOffs.

    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.

    yes, this. please dont spend the xtra ec on a third, they are very xpensive.
  • s7ikes7ike Member Posts: 0 Arc User
    edited November 2012
    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.
  • pwebranflakespwebranflakes Member Posts: 7,741
    edited November 2012
    I'm running Aux2Batt on mine, and have for a while now. I find that it works great and am dishing out quite a lot of DPS during matches (when I time it correctly).

    Cheers,

    Brandon =/\=
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    I'm running Aux2Batt on mine, and have for a while now. I find that it works great and am dishing out quite a lot of DPS during matches (when I time it correctly).

    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
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited November 2012
    I'm running Aux2Batt on mine, and have for a while now. I find that it works great and am dishing out quite a lot of DPS during matches (when I time it correctly).

    Cheers,

    Brandon =/\=
    Why not use a weapons Battery instead? The way weapons power drain is working at the moment, the battery will completely offset your weapons drain; You'll be firing all weapons at 125 power.
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    why Not Use A Weapons Battery Instead? The Way Weapons Power Drain Is Working At The Moment, The Battery Will Completely Offset Your Weapons Drain; You'll Be Firing All Weapons At 125 Power.

    Rofl. Classic example of Dev tracker not being your friend
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