I've been away for quite some time and am just recently getting back into the game. I found that the tier 4 Battlecruiser is still my favorite Klingon ship for it's mobility and that the tier 5 version of the ship cannot be purchased but with 120,000 dilith, so until I have that, here's my current build. Suggestions are more then welcome.
Fleet Tor'Kaht
Fore:
Disruptor Dual Heavy Cannon Mk XI [CrtH]x2
Disruptor Dual Heavy Cannon Mk XI [CrtH]x2
Disruptor Dual Heavy Cannon Mk XI [CrtH]x2
Dual Disruptor Beam Bank Mk XI [CrtH]x2
Aft:
Disruptor Turret Mk XI [CrtH]x2
Disruptor Turret Mk XI [CrtH]x2
Disruptor Turret Mk XI [CrtH]x2
Disruptor Turret Mk XI [CrtH]x2
Deflector:
Positron Deflector Array Mk XI [ShdS] [SIF]
Shields:
Covariant Shield Array Mk XI [Cap] [Reg]
Engines:
Efficient Impulse Engines Mk XI
Devices:
Red Matter Capacitor
Subspace Field Modulator
Shield Battery
Engineering Console:
Blue EPS Flow Regulator Mk XI
Blue EPS Flow Regulator Mk XI
Blue EPS Flow Regulator Mk XI
Blue Neutronium Alloy Mk XI
Science Console:
Blue Shield Emitter Amplifier Mk XI
Blue Emitter Array Mk XI
Tactical Console:
Blue Disruptor Induction Coil Mk XI
Blue Disruptor Induction Coil Mk XI
Blue Disruptor Induction Coil Mk XI
Blue Disruptor Induction Coil Mk XI
BOFF skills:
Lt. Universal: Science
Hazard Emitters I
Jam Targeting Sensors II
LtCmdr Tac:
Tactical Team I
Cannon Rapid Fire I
Beam Overload III
Lt. Tac:
Tactical Team I
Cannon Rapid Fire I
Commander Engineering:
Engineering Team I
Reverse Shield Polarity I
Emergency Power to Shields III
Directed Energy Modulation III
Ens. Engineering:
Emergency Power to Weapons
Doffs, I'm using a hodge-podge at the moment until I can afford some good ones. I do have:
Green Conn Doff - Tactical Team cooldown reduction
Geen Damage Control Doff - Chance of Emergency Power To -- cooldown reduction
Just wondering,
wont the tac team I & II be on the same CD? Maybe change one so the BOff wont be be on CD cos you triggered one TT.
Your build should be good for stripping shields But after the shields are gone the proc wont be much use tho
But I'm all for using the non conventional guns. I use plasma myself in a similar layout and when it procs its beautiful but instead of the DBB I use the Bioneural torp.
Btw have you considering getting the set pieces? (Borg/omega/KHG etc?)
Also once you can afford it, try getting the Fleet Vorcha (Tor'kaht). This ship can make fed escort blink and wonder what just happened when you show up and pew pew! Cos that ship can take a hell of a beating and dish out an even greater amount
We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!
-Roach, when asked about Klingon extinction!
Oops, I derp'd that. I meant Engineering Team there. Yeah, they share a cooldown, but they don't seem to have the same cooldown. If I pop one, the other CDs before the first one so I can cycle them pretty effectively and it's gotten me out of some tight spots.
I'm definitely looking forward to the fleet Vor'Cha, but I'm not really sure how to go about getting it. I'm in a fleet but I'm not sure of it's standing and not sure how the fleet ship thing works.
Hi there good on you for goin tet they look nice who cares if the proc is useless on the hull this game is meant to be about fun
if you have tac team twice the second one goes on a 15 second countdown so it all good
Get rid of aceton beam in stfs energy weapons do very little of the actual damage go with auxiliary to Sif 3 instead or anything else really that's if this is an stf build
I'm not the greatest player in the world to give advice but that's about the only thing I would change
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
I've since swapped out the Aceton beam with Directed Energy Modulation III. Seems to do well against shielded targets and I figured it'd go well with tetryon's proc. Why spec for weaknesses?
Can't wait for the Fleet upgrade, but it's going to be a while with Fleet Modules costing what they do. Game's gotta' find some way to ream you I guess.
Would I see any really noticeable gains in going to [CrtD]x2 or [CrtH]x2?
In my opinion I try to get all my cannons crit hit with the best multiplier although the percentage doesn't look that good on paper with cannons especially rapid fire your sending volley after volley and I have 4 mk12 crit h x3( I think that's what they are don't quote me) and the amount of crit hits I get is out of this world and when dhcs crit it means around 7-10k approx depending on consoles and buffs
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Fantastic hope all goes well and remember to have plenty of fun that's what it's all about so many times I see people in game and on forums taking things too seriously.
Good luck getting your fleet ship
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Since the shield emitter amps are percent based off the regeneration of your shield you aren't getting much off those paratrinics.
You could go with a covariant and get much better regeneration without much loss in cap.
You could also go resilient and swap in a field emitter to boost both cap and regeneration.
At least untill you can get one of the stf shields.
Also why 3 eps consoles? And beam overload 1 is rather weak you may be better off with another cannon instead of the beam for over all dps or using a sub system targeting attack. A quantum torpedo will do about the same damage as a BO1 attack and do it much more frequently once shields are down without costing you any weapons power so chances are you will do more overall damage anyway.
Just a thought. Fun is always more important.
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
You made a good point about the shield, so I swapped out the Paratrinic for
Covariant Mk XI [Cap] [Reg]
Replaced one of the science consoles with
Blue Emitter Array Mk XI
We'll see how that holds up. Thanks for the advice.
I've been thinking about replacing the beams with a torp, but I'll be honest, I love the way the DBB looks on this ship. I also like that it gives me some steady fire even while the cannons aren't firing. Even with BO1, I can still hit 6-8k, which I don't think is too terrible. I might still try a torp, tho.
As for the EPS consoles, the answer to that one's easy.
I already had them. Lol
What else would be good on an engineering console? I know with the 3 EPS consoles I can keep the power settings pretty high across the board.
You made a good point about the shield, so I swapped out the Paratrinic for
Covariant Mk XI [Cap] [Reg]
Replaced one of the science consoles with
Blue Emitter Array Mk XI
We'll see how that holds up. Thanks for the advice.
I've been thinking about replacing the beams with a torp, but I'll be honest, I love the way the DBB looks on this ship. I also like that it gives me some steady fire even while the cannons aren't firing. Even with BO1, I can still hit 6-8k, which I don't think is too terrible. I might still try a torp, tho.
As for the EPS consoles, the answer to that one's easy.
I already had them. Lol
What else would be good on an engineering console? I know with the 3 EPS consoles I can keep the power settings pretty high across the board.
DBB do look good tho But hey as long as you're not flying a defiant and running a rainbow beam boat!
I would reduce the number of EPS consoles tho. On my build I have just one and one RCS console and the rest either universals or armor ones. If at anytime you want quick boost you always have the EPS transfer skill for engs or you could use a battery for a quick fill.
We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!
-Roach, when asked about Klingon extinction!
Do the resistance modifiers from the armor stack? Would it pay to have more then one?
RCS sounds like a decent idea, even tho it already turns pretty well.
Yes but with diminishing returns. so more than 2 and you see a drop off. More turn is always useful especialy in a cannon ship. you couls also drop the CRF2 for a BO3 and hit 10k prety easily but not sure what it will do for your power levels. Like i said you may be better off with a torp just for sustained weapons power versus the drop you get for a BO attack. Attack pattern omega may be something worth looking into as well.
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
On my neghvar I run 2 electroceramic to fight against those plasma fires anymore and the diminishing returns make it pointless
I've tried every other armor console in every colour and to get the best plasma resist that's the way to go IMO
Glad you got your fleet torkhat if you could let me know what your tanking is like with losing that engi spot that would be great might buy one myself
Throw me a friend invite inflame it you like tyberius@mustafatennick
**edit** where do you get the red matter device from
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
I'd replace two of the EPS Flow Regulators with RCS accelerators: the Tor'kaht may be among the most agile of cruisers, but it is still a cruiser with dual cannons: it needs all the turn it can get to get them into arc
I'd replace two of the EPS Flow Regulators with RCS accelerators: the Tor'kaht may be among the most agile of cruisers, but it is still a cruiser with dual cannons: it needs all the turn it can get to get them into arc
For pvp yes but in pve I have no problem getting my neghvars dhcs on target 99% of the time only spheres can elude me but tractor solves those ones and it has less base turn rate and inertia
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
Out of curiosity I switched over to Disruptors in the exact same setup to test it out for STF runs. I found it more effective but a lot more....boring?
So I'll run disruptors for grinding STFs and the tetryons for relaxing PvE slaughter.
Out of curiosity I switched over to Disruptors in the exact same setup to test it out for STF runs. I found it more effective but a lot more....boring?
So I'll run disruptors for grinding STFs and the tetryons for relaxing PvE slaughter.
Disruptors have a damage resistance debuff. So in essence they will do more damage over other weapons and cause the target to take more damage from all sources.
There are also polarized disruptors available on the exchange that will also reduce your targets power levels and cause a debuff.
As a time traveller, Am I supposed to pack underwear or underwhen?
Not everything you see on the internet is true - Abraham Lincoln
Build changed slightly as I get more comfortable with a cannon boat.
So far, I've:
Kept the DBB. I like it.
Replaced the Impulse Engines with the Jem'Hadar engine quest reward. Gives additional weapons power while the Efficient Impulse didn't. Also gave me a big increase in turn rate. Woo. Thing's a fighter now.
Replaced Beam Overload I with Tactical Team I on Lt.Cmdr Tactical
Replaced Cannon Rapid Fire II on Lt.Cmdr Tactical with Beam Overload III
Replaced Tactical Team II with Canon Rapid Fire I on Lt. Tactical
Replaced Engineering Team I with Emergency Power to Weapons on Ens. Engineer
Replaced Science Team with Hazard Emitters I on Lt. Universal (Science)
I like this new setup because it:
1) Gives me just as much survivability as I had before (With Hazard Emitters replacing Tac Team I as a hull heal)
2) Gives me more alpha with Beam Overload III
3) Still gives me 2 Cannon Rapid Fires with minimal downtime between them
4) Gives me a significant buff on demand to weapons power.
So along with my Red Matter Cap, EPS Transfer and the occasional weapons battery, I don't have issues with low power levels after using Beam Overload III.
Comments
wont the tac team I & II be on the same CD? Maybe change one so the BOff wont be be on CD cos you triggered one TT.
Your build should be good for stripping shields
But I'm all for using the non conventional guns. I use plasma myself in a similar layout and when it procs its beautiful but instead of the DBB I use the Bioneural torp.
Btw have you considering getting the set pieces? (Borg/omega/KHG etc?)
Also once you can afford it, try getting the Fleet Vorcha (Tor'kaht). This ship can make fed escort blink and wonder what just happened when you show up and pew pew! Cos that ship can take a hell of a beating and dish out an even greater amount
We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!
-Roach, when asked about Klingon extinction!
I'm definitely looking forward to the fleet Vor'Cha, but I'm not really sure how to go about getting it. I'm in a fleet but I'm not sure of it's standing and not sure how the fleet ship thing works.
I definitely want that ship tho.
if you have tac team twice the second one goes on a 15 second countdown so it all good
Get rid of aceton beam in stfs energy weapons do very little of the actual damage go with auxiliary to Sif 3 instead or anything else really that's if this is an stf build
I'm not the greatest player in the world to give advice but that's about the only thing I would change
Can't wait for the Fleet upgrade, but it's going to be a while with Fleet Modules costing what they do. Game's gotta' find some way to ream you I guess.
Would I see any really noticeable gains in going to [CrtD]x2 or [CrtH]x2?
I just ran my first elite STF and had a blast. Actually survived the whole thing. Makes me want the tier 5 Fleet even more, tho.
Good luck getting your fleet ship
You could go with a covariant and get much better regeneration without much loss in cap.
You could also go resilient and swap in a field emitter to boost both cap and regeneration.
At least untill you can get one of the stf shields.
Also why 3 eps consoles? And beam overload 1 is rather weak you may be better off with another cannon instead of the beam for over all dps or using a sub system targeting attack. A quantum torpedo will do about the same damage as a BO1 attack and do it much more frequently once shields are down without costing you any weapons power so chances are you will do more overall damage anyway.
Just a thought. Fun is always more important.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
Covariant Mk XI [Cap] [Reg]
Replaced one of the science consoles with
Blue Emitter Array Mk XI
We'll see how that holds up. Thanks for the advice.
I've been thinking about replacing the beams with a torp, but I'll be honest, I love the way the DBB looks on this ship. I also like that it gives me some steady fire even while the cannons aren't firing. Even with BO1, I can still hit 6-8k, which I don't think is too terrible. I might still try a torp, tho.
As for the EPS consoles, the answer to that one's easy.
I already had them. Lol
What else would be good on an engineering console? I know with the 3 EPS consoles I can keep the power settings pretty high across the board.
DBB do look good tho
I would reduce the number of EPS consoles tho. On my build I have just one and one RCS console and the rest either universals or armor ones. If at anytime you want quick boost you always have the EPS transfer skill for engs or you could use a battery for a quick fill.
We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!
-Roach, when asked about Klingon extinction!
RCS sounds like a decent idea, even tho it already turns pretty well.
Yes but with diminishing returns. so more than 2 and you see a drop off. More turn is always useful especialy in a cannon ship. you couls also drop the CRF2 for a BO3 and hit 10k prety easily but not sure what it will do for your power levels. Like i said you may be better off with a torp just for sustained weapons power versus the drop you get for a BO attack. Attack pattern omega may be something worth looking into as well.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
Now I'm thinking about running 2 Electroceramic XIs for the STFs to get that extra bit of plasma resist.
I've tried every other armor console in every colour and to get the best plasma resist that's the way to go IMO
Glad you got your fleet torkhat if you could let me know what your tanking is like with losing that engi spot that would be great might buy one myself
Throw me a friend invite inflame it you like tyberius@mustafatennick
**edit** where do you get the red matter device from
For pvp yes but in pve I have no problem getting my neghvars dhcs on target 99% of the time only spheres can elude me but tractor solves those ones and it has less base turn rate and inertia
So I'll run disruptors for grinding STFs and the tetryons for relaxing PvE slaughter.
Disruptors have a damage resistance debuff. So in essence they will do more damage over other weapons and cause the target to take more damage from all sources.
There are also polarized disruptors available on the exchange that will also reduce your targets power levels and cause a debuff.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
So far, I've:
Kept the DBB. I like it.
Replaced the Impulse Engines with the Jem'Hadar engine quest reward. Gives additional weapons power while the Efficient Impulse didn't. Also gave me a big increase in turn rate. Woo. Thing's a fighter now.
Replaced Beam Overload I with Tactical Team I on Lt.Cmdr Tactical
Replaced Cannon Rapid Fire II on Lt.Cmdr Tactical with Beam Overload III
Replaced Tactical Team II with Canon Rapid Fire I on Lt. Tactical
Replaced Engineering Team I with Emergency Power to Weapons on Ens. Engineer
Replaced Science Team with Hazard Emitters I on Lt. Universal (Science)
I like this new setup because it:
1) Gives me just as much survivability as I had before (With Hazard Emitters replacing Tac Team I as a hull heal)
2) Gives me more alpha with Beam Overload III
3) Still gives me 2 Cannon Rapid Fires with minimal downtime between them
4) Gives me a significant buff on demand to weapons power.
So along with my Red Matter Cap, EPS Transfer and the occasional weapons battery, I don't have issues with low power levels after using Beam Overload III.