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My Jem'HAdar Attack Ship build ans spec

sjokruhlicasjokruhlica Member Posts: 434 Arc User
edited December 2012 in Federation Discussion
For what it's worth , here's my spec and build for my bugship.

Spec (not listed, it zero):
Lt.
Space
Attack Patterns 9. Starship weapon 9. Hull repair 7. Shield Emitters 9.
Ground
Grenades 6 weapon proficiency 6

Lt Com:
space
Starship Energy weapons 9. Structural integrity 6. warp core efficiency 8. Power insulators 2. Shield Systems 9.
Ground
combat specialist 6. PS generator 6.

Commander:
Space
Starship Maneuvers 9. Starship Targeting 9. Impulse thrusters 9. warp core potential 9
Ground
special forces 6

Captain:
Space
Starship Engine Performance 9. Hull plating 3. Shield performance 9. Inertial dampers 5.
Ground
Willpower 6

Admiral
Space Energy weapon specialization 9. Starship Armor Reinforcements 3. Starship Aux performance 3 Starship Weapon Performance 9
Ground
Combat Armor 6


Loadout: (all polaron)
Fore: Two dual cannons XII [acc]x2[CrtH] , one DHC [acc][CrtH]x2, one DHC [acc]x2[CrtD]
Aft: Two Turrets XII [acc]x3, one turret [acc]x2[CrtH]

Engine: Jem
Deflector: Jem
Shields: Jem

Devices, engine batteries, shield batteries

Eng consoles: Borg, RCS XII purple, Neutronium XII x2 ( blue, purple)
Sci Field Generator XII purple
Tac: polaron XII x5 purple

Cmdr Tac : TT1, CSV1, APO1, CRF3
Lt Cmdr Tac: TT1, APB1, CRF2
Lt. Univeral 1: EPtS1, AuxtStr2 (eng)
Lt Universal 2: TSS1, HAZ2 (sci)
Ensign Eng: EPtS1


DOFF:
Purple energy weapons officer (reduces cannon cooldown)
2x purple conn officers (reduces TT cooldown 8 seconds each)
Purple conn officer (reduces attack pattern cooldown 15%)
Purple Warp core Engineer ( chance to increase power on Emergency Power use)

So far it's working well for me in both PvE (obliterating everything) and PvP (holding my own pretty well and giving better than I take.)

It's a pretty narrow, focused build, but then again this ship has a narrow focus. And I have fun with it, which is what counts.
Post edited by sjokruhlica on

Comments

  • kylesal24kylesal24 Member Posts: 312
    edited December 2012
    I like your build overall. There is just one thing that would like to say. For your Sci LT slot. Have you tried switching the places of TSS and HE? I have found that they work better the other way. My 2 cents.

    Kyle
    Delta Fleet Command
  • sjokruhlicasjokruhlica Member Posts: 434 Arc User
    edited December 2012
    Hmm. I'll try that.
  • kylesal24kylesal24 Member Posts: 312
    edited December 2012
    I did testing with my Atrox on it. HE seems to not change much at each spot. Meaning the Ensign version was about the same as the LT. On the other hand, the TSS was hugely better at the LT and the best at LTC. With the Atrox I run TSS 2 and TSS 3. Give it a try and hope it helps.

    Kyle
    Delta Fleet Command
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited December 2012
    You are using two tac team 1 and two purple con (tac team) doffs?

    You can't reduce the global cool down.

    The point of using two purple con doffs is that you only have to use one tac team.

    /\
  • sjokruhlicasjokruhlica Member Posts: 434 Arc User
    edited December 2012
    See, that's why I put this up, to pick the brains of other players to see if I can improve upon the build. Thanks. I can switch one of the TT conn doffs out for one that reduces evasive maneuvers, since there nothing else to put into that ensign tac boff slot that would be useful to me.
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited December 2012
    If you run two tac teams their really is no need to use any tac team doffs,

    Activating first tac team puts itself on a 30 sec cool down and second tac team on a 15 sec cool down. The second tac teams cool down can't be lower than 15 secs.

    So having 1 tac team doff will shave a few secs of the first tac team but the second tac team will still be available before the first.

    Activating second tac team puts itself on a 30 sec cool down and first tac team on a 15 sec cool down.

    /\
  • sjokruhlicasjokruhlica Member Posts: 434 Arc User
    edited December 2012
    update. Took a two points from inertial dampers and one from grenades and put them in flow capacitors to aid the polaron power drain. Switched out the 2 dual cannons for 2 DHC XII [CrtH]x2 [Dmg]. I'll probably change those again later when I can afford some with [Acc]. Changed the RCS console out for the Romulan Zero Point Console. (+1.8% crit chance.) Switched from the Jem Shield to the Advanced Fleet Covariant XII [Cap]x3 [Reg]. Switched out one of the TT conn officers (redundant with 2 tac teams) and replaced it with one that reduced evasive maneuvers cooldown. Swapped the HAZ and TSS (now HAZ1 and TSS2.)
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited December 2012
    This looks like a really good set up and very similar to how my i fly Bug.

    The main difference is that I run a second APB instead of the CSV.

    APB has a CD of 30 secs and a global of 15, APO has a CD of 60 sec and a global of 15 secs,

    So you can have APB up pretty much all the time and APO when needed.

    /\
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited December 2012
    Purple energy weapons officer (reduces cannon cooldown)
    2x purple conn officers (reduces TT cooldown 8 seconds each)

    they are useless when flying with two TTs or two CRF/CVR. You will still have a 5 second window, whereTT or CRF isnt running. Those DOFFs are only good for one TT/CRF.
  • sjokruhlicasjokruhlica Member Posts: 434 Arc User
    edited December 2012
    woodwhity wrote: »
    Purple energy weapons officer (reduces cannon cooldown)
    2x purple conn officers (reduces TT cooldown 8 seconds each)

    they are useless when flying with two TTs or two CRF/CVR. You will still have a 5 second window, whereTT or CRF isnt running. Those DOFFs are only good for one TT/CRF.

    Read post #8
  • sirsrisirsri Member Posts: 0 Arc User
    edited December 2012
    Read post #8

    post 8 doesn't actually address the cannon doff issue. I *think* you can only actively use 2 cannon abilities because they all cause a 15 second cooldown, however, if a cannon doff changes that it would seem to be the best choice in addition to what I say below.


    It seems like the build would really like a second attack pattern boff, but those are well, expensive so you're kind of constrained by what you can afford at the moment.
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