That is the Commander level K't'inga. In STF events. Doing just fine thank you. It will show you some of the relationships between speed, torpedoes, mines, and cannons. It also has a bit how torpedoes and mines can be used to customize your loadout for specific instances. In short, KDF cruisers (except Bortas) are plenty fast enough to use the beam/2 torpedo set up OR the cannons/torpedo/mines set up. Bortas should just stick to the latter. No turn consoles involved. The eggbringer weeps a thousand years for each console you put on a kdf cruiser. So sad.
This is a Mirror Vor'cha. In a fleet event. Using the cannon/torpedo/mine scheme. And Dem. For THIS stf that scheme works very well. Ok it works great in all of them. Just in this particular event, all the darn borg have pesky shields, so the transphasics/dem scheme is nice. I didn't have a plasma thing going on, but that would be good here as well.
In your doff scheme, the 4 engineer doffs are a solid choice. That leaves you a swing slot open so to speak. I'll use those same 4 engineers, and then I'll choose a space warfare doff or a DEM doff, or some other solid unique doff to compliment that particualr mission.
When you choose your Emergency Power to" abilities even I must say that EPTS seems to be a no brainer, and then add in one of your choice that you feel enhances the build. Using a lot of Aux abilities? Emergency to aux it is then! That leaves you two systems to cover with batteries if you so choose. So if you're running shields and aux powers, maybe you stock engines and weapons batteries.
As far as your boff powers go, heads up, you likely will never need RSP in pve. Just saying. That ship is a beast and you'll have plenty of ways to keep it alive and kicking. Other than that.......here's the run down.
You need the two emergency powers that are core to your doff scheme. That is key.
If you're going to be fighting the Borg you want one tac team. One's enough. Outside of the Borg you likely don't need one at all for pve, but lets just say we'll keep one on hand. Other than that one TT, spend 3 or 4 abilities on mines, cannons, beams, or torpedoes. If your absolutely married to the omega as a defense or speed buff, then its 3, if not then choose 4. Again this will depend on the mission or even the phase of the mission. Phase two of Hive you may find that SCADS of mines are a good thing. Phase one not so much.
You need hazards.
You need Sci Team or TSS. Not both. If you don't take Sci Team, you can take Eng Team. It's also PVE. It isn't the end of the world if you take one of each team. It really isn't. Once your core is covered, having one of each if they are used reactively, can be a good thing. If you're using TT to balance your shields in PVE well that won't work obviously.
This leaves 3 engineering slots open. DEM? Some aceton debuffing? Some plasma venting CC? Some extend shields because I want to give some poor escort pilot a heart attack? Or maybe some Aux to structural for some fast sharable heals? Remember you already have a tac heavy ship. Straight up damage is covered. Use these slots to customize your ship for the role you need to fill for specific missions.
It's primarily for PvE, though occasionally I'll wonder into a PvP match if I get bored.
I'm running the Aegis set currently just because that's what is easily available and it's a Hyper engine (which used to help turning...not sure if it still does). I'm about 10 days away from finishing the full Borg+Romulan rep grinds. Any suggestions on what to replace it with?
I'd go with KHG Engines and Shields, and perhaps Adapted Deflector myself, however, I'm more focused on tanking in my Tor'Kaht. I'm not well versed in the engine differences, so it might be a slower combo. For pure speed, the Omega Force Shield has a proc that gives a burst of speed and maneuverability and the Omega engines are pretty decent speed wise from what I hear.
For leveling purposes the Jem'Hadar space set seems the go to set for near-endgame worthy specs for just the cost of running a few missions.
For PvP your Plasma weapons aren't going to be as effective against anyone with an STF set/Omega Reputation shield, and you can't quite make up the difference with the Embassy Threat-Scaling Plasma consoles since you have only two Sci console spots (at least with the Mk X ones).
I would drop sci team for transfer shield strength, and run 1 tac team. Maybe consider droping an RCS console or 2 for more armor once you get used to piloting it. Drop the torp in the back for another turret, you never want to be facing away from targets anyway to use it, you can always evasive manuvers to get back on target quickly but with torkaht its easy enough to turn without it to. You should be running 2 emergency power to shields unless you have the very rare emergency power doffs and you can run 1 copy with 1 other emergency power and have both up all the time. You can drop directed energy modulation and get better power, maybe downgrade your rsp ato 1 or 2nd get aux2sif3 . DEM doesnt seem to useful when i check combat logs.
Doesnt die in elite and always gets lots of aggro, and can heal others if it doesnt have aggro.
edit ok didnt see you have the doffs, so maybe you could run EPTS3 with EPTW1 or EPTA1 then in that case you need to use ET1 with the other ensign slot. That means you probably need aux2sif 3 more to help make up for the weak engineer team to keep your hull healed.
maybe try this in your eng slots? should be really tanky, then as you get used to survive you could switch out rsp for extends.
Not much tanking, but turn rate ~30, flying like an escort and very good damage because of +40 weapon power + some damage by EWP2.
For more tanking, I replace the Com. Eng. against: ET1, RSP1, EPTS3, Aux2Sif3 ... but less fun
My DO setup is very similar.
Deflector: Borg
Engine: Borg
Shields: KGH (will be replaced against Borg later)
Consoles: 4x disruptor coils, 2x shield field gen, plasmonic leech, 2xneutronium, borg
Yes all 4 dhc setup works to, I do that sometimes, I like either 3DHC 4 turrets, or 4DHC 4 turrets, although you probably need to run 2 tac teams if you go 4 dhc route and just accept that it can interfere with Eng team cd if you still want to use that to.
As has been said, drop the torps entirely and go for a full energy build. I love torps, and run a torp boat on my Fed, but this isn't the boat for it.
On mine I'm running 3 Disruptor DHCs and a disruptor DBB, purp, Mk XII fleet stuff. 4 turrets on the back. I have never needed torps on this build as the spike damage, especially with BO, CRF and decloaking bonus is already enormous.
On my engineer consoles, I run 3 Electroceramics (For STFs, or others for mission-specifics) and a Plasma Distro Manifold. I have 53% plasma resist.
My engineering BOFF layout is pretty much the same as marc8219's.
Commander Eng:
EP2S, RSP, ET3, Aux2SIF
Ens Eng:
ET1
Uni/Sci:
Hazzard Emitters, TSS
I'm a bit different in that I use a DBB, so my TAC boffs look like this:
Lt.Cmdr:
TT1, CRF1, BO3
Lt.
TT1, CRF
I like this build. It feels pretty tanky, and if I can't tank I can run. I can heal myself quickly and heal others of needed, I can put ridiculous amounts of damage down-range in a hurry. With the DBB, I occasionally run into power issues with BO3, but I tend to only use that when I can pop a weapons battery, RMC or NI/EPS.
And to anyone saying drop torpedoes and running two tac teams. I hope that's for PVP and just because your not really sure how this all works. In that case I would say it makes perfect sense. Otherwise if not you may want to rethink your builds.
It's true that you really don't need TT in PvE, but it can be helpful for saving teammates/the Kang if things go **** up.
I don't think there's anything wrong with torps, however you'd get a lot more mileage using something like a plasma torp up fore (from what I hear the plasma energy consoles buff the torp DoT). You could also consider the two-piece KHG bonus but since it's likely you're still grinding the rep system I can understand sticking with Aegis for the time being.
It's true that you really don't need TT in PvE, but it can be helpful for saving teammates/the Kang if things go **** up.
I don't think there's anything wrong with torps, however you'd get a lot more mileage using something like a plasma torp up fore (from what I hear the plasma energy consoles buff the torp DoT). You could also consider the two-piece KHG bonus but since it's likely you're still grinding the rep system I can understand sticking with Aegis for the time being.
Imma guess you didn't get to read my post. TT is fine. Depending on why you have it. If you're running it primarily to balance your shields things may not be so good. But that isn't the fault of TT. And for PVE in any case you can likely get away with just one. Not two. Except for maybe that escort the freighter mission where almost all you really need to be stellar is two copies of TT.
So things change according to each mission and it can be vey helpful to change up according to what it is you'll be doing. If that's the sorta thing you like. I know I like to mess around and make a core to my build, and then leave room for adjustments around that depending on my opponent.
And to anyone saying drop torpedoes and running two tac teams. I hope that's for PVP and just because your not really sure how this all works. In that case I would say it makes perfect sense. Otherwise if not you may want to rethink your builds.
Cheers happy flying!
TT imho is one of the best skill available, for pvp absolute necessary and for pve quite nice
1. It boost damage
2. It removes bording parties
3. it makes shield more efficent
4. It can be used in combination with TTS to help save kang/freighters in STFs/Fleet actions
IMHO torpedos can be recplaced by energy weapons when you running a +weapon power overcap build.
For PvE 1 copy of TT maybe enough if you don't want to use it in your cycle and use it when necessary. However, running a cannon build without torpedos there is no other skill in the tac tier1. And, as I already said:
IMHO torpedos can be recplaced by energy weapons when you running a +weapon power overcap build.
Exactly. A nice Beam Overload crit can do 30k+ damage with some frequency. That's more then I see out of most HY3 salvos from my torp boat, all 4 torps accounted for. And it's an incredible shield buster. Can bring down a cube's shield face in one shot in an ESTF with a BO3 and a DBB.
That's why I like a DBB and BO. The spike damage is unreal. Especially with the 10% bonus after decloaking. If you combine it with Nadeon inversion, EPS or EP2W, there's virtually no power drain in that opening salvo and anything short of a tac cube won't have a shield face anymore, which leaves the slower rounds from the CRF you popped at the same time free to sail right in moments later.
EPS+Nadeon+TT1+CRF+BO, decloak, spike, is hilarious.
Exactly. A nice Beam Overload crit can do 30k+ damage with some frequency.
BO3 is a real killer, escpacially when you alpha with a weapon batt I used it in my BoP, more in PvP to alpha strike. Only problem is the high miss rate (in PvP). But I think in PvM the miss rate should be much lower.
PS: you can even preload it and combine it with BO2. Alpha strike with BO3 and BO2 with a weapon bat and EPTW is realy nasty
TT imho is one of the best skill available, for pvp absolute necessary and for pve quite nice
1. It boost damage
2. It removes bording parties
3. it makes shield more efficent
4. It can be used in combination with TTS to help save kang/freighters in STFs/Fleet actions
IMHO torpedos can be recplaced by energy weapons when you running a +weapon power overcap build.
For PvE 1 copy of TT maybe enough if you don't want to use it in your cycle and use it when necessary. However, running a cannon build without torpedos there is no other skill in the tac tier1. And, as I already said:
1) Running a cannon build isn't optimal. So saying TT is the best skill for a sub optimal build is fine by me.
2) Anything you said regarding PVE or PVE I already said. Unless you're running your suboptimal cannon build, you still only need one. If you have room and you'd really like two, go ahead.
Whats your point really? Did you just not wish to read my post, just comment on a comment?
And as far as your honest opinion, guess what that is? Your right, an opinion. An opinion that your not lying about. Why toss that in? Are you known for lying? Why would we believe you now if you are?
Your honest opinion on what is or isn't better for regarding cannons is GREAT!
Especially for someone that seems to have issues with breaking down an opponents shields. So please, if you find that you have some type of problem in that area, maybe you should work on that. Maybe you should preface your rating system by saying something like this:
"If you really like keybinds, cycles, and slamming your face on the keyboard until something dies, please use my new priority system."
That could save a LOT of people from reading your posts.
BO3 is a real killer, escpacially when you alpha with a weapon batt I used it in my BoP, more in PvP to alpha strike. Only problem is the high miss rate (in PvP). But I think in PvM the miss rate should be much lower.
PS: you can even preload it and combine it with BO2. Alpha strike with BO3 and BO2 with a weapon bat and EPTW is realy nasty
Wow. Now this thread is about beam overload and birds of prey? Okay so maybe the OP may want to wander into PVP. He did say that.
Pro tip, if your critting for 30k in PVP with your BO, find a new line of work. And if 'that's more than your seeing' from your torpedos, well same advice. That's pretty sorry.
Just because YOU aren't doing it, doesn't mean it isn't being done.
1) Running a cannon build isn't optimal. So saying TT is the best skill for a sub optimal build is fine by me.
My apologizes, but I missed you very detailed first post for some reason. The last vid about the fleet thorkat is very nice. However, you are using fleet AP DHCs by your own. So what do you mean with your statement that using cannon build is sub optimal? Do you mean a pure cannon build?
If this is so, it is more is a matter of situation. Torps offer high burst damage, but compared to a maximized DHC lesser the dps, at least according to the tooltip.
In fact, in past I used GW + CSV (strip shields) and then TS and found this quite effective in STFs, but read alot in the forums and came to the impression that the dps using pure fore cannon build should be more effective in total (not in all situation though). Never investigated it by using a damage meter. So, maybe you have some numbers actually showing that replacing DHC against torp gives you an average higher dps by initial burst?
Less DPS, but also less opportunities for big crits.
Even on my Fed torp boat where I have 3 front photons and spam a torp every 1.6 seconds, dealing pretty damn good DPS against unshielded targets, crits, while big, are less frequent and not much bigger then the crits you can get from DHCs, which you get far more frequently.
I don't see anything wrong with a cannon build, but even I won't run a full 4-cannon build, which is why I keep the DBB for spike/shield-busting. I'm all too aware of how effective torps can be, but I don't think they're needed on the Flor'Kaht.
Even with my build I still out-DPS 99% of the TRIBBLE Fed pubbie rainbow-boats I get teamed with in ESTFs, so..
Imma guess you didn't get to read my post. TT is fine. Depending on why you have it. If you're running it primarily to balance your shields things may not be so good. But that isn't the fault of TT. And for PVE in any case you can likely get away with just one. Not two. Except for maybe that escort the freighter mission where almost all you really need to be stellar is two copies of TT.
So things change according to each mission and it can be vey helpful to change up according to what it is you'll be doing. If that's the sorta thing you like. I know I like to mess around and make a core to my build, and then leave room for adjustments around that depending on my opponent.
Cheers and happy flying!
I did read your post, it's just that it was a little cryptic and I'm not entirely sure I understand what you're saying...
Sure, you don't really need two copies of TT in PvE. I even said as much. Hell you don't need any copies when it boils down to it. However, there are niche situations in PvE where you won't get the same mileage out of another skill. I pointed to the Kang being one such example.
In PvP, I absolutely use TT for shield balancing... I can sort of see where you're going with this and trust me, I've tried using high TT ranks for burst and it just isn't worth it, your healers will starve for lack of TTs being doled out by their escorts and it leaves a hole a mile wide for an opponent to blow through one end and out the other.
In fairness, this is a thread about the Fleet Vorcha, and you could argue that Klink ships shouldn't be getting into shield slugging matches in the first place. In lieu of not being completely sure what your angle is, I'll save from posting about this any further.
I'm planning out my Rep sets since I've almost got tier 4 rep unlocked.
Thinking..
KHG shield (With a Field Generator)
KHG engine
Borg deflector
Borg Universal
How's that look?
Reasoning:
KHG Shield: Lots of cap (Even more with the field generator), not half-bad regen.
KHG Engine: Bonuses to shield, aux and weapons power, Hot Restart could come in handy
Borg Deflector: Bonus to SIF, bonus to aux.
Borg Universal: Bonus to weapons power, bonus to hull rep, crit bonuses
I'm planning out my Rep sets since I've almost got tier 4 rep unlocked.
Thinking..
KHG shield (With a Field Generator)
KHG engine
Borg deflector
Borg Universal
How's that look?
Reasoning:
KHG Shield: Lots of cap (Even more with the field generator), not half-bad regen.
KHG Engine: Bonuses to shield, aux and weapons power, Hot Restart could come in handy
Borg Deflector: Bonus to SIF, bonus to aux.
Borg Universal: Bonus to weapons power, bonus to hull rep, crit bonuses
I'd go with Adapted Deflector (MACO) instead of Borg MK XII, as it has even more SIF, along with shield HP and shield healing boost, plus a smattering of handy things. Though, If I'm reading things right, you need to get the KHG MK XII Deflector to finish off the KHG set to be able to get the Adapted. Currently running MK XII KHG Shields and Engines, but a MK XII standard Positron with [SIF][ShdS] and I'm thinking of grabbing the other faction Deflector to replace it once I unlock T5 Rep.
You guys have said a lot, and I'm still trying to absorb it.
Since equipment is the slow part of the process (boffs/doffs can be bought), can someone just quickly confirm that it's viable to run dual torps (front+rear) plus 6x beam arrays?
I did read your post, it's just that it was a little cryptic and I'm not entirely sure I understand what you're saying...
.
No really you do. Because we're saying the same things. TT in pve is most useful to use on other ships, specifically NPC's that you need to protect. We just used different examples.
And balancing your own ships shields is for TT inside of PVP. And that's all I even mentioned it for in PVP. Nothing else honest! So we said the same things.
On my fleet ship in PVP I only run one, and when I had the original I ran zero, because as an engineer you can get away with that. Not saying I recommend it as optimal, just saying.
And as far as this ship using 6 beam arrays and front and rear torpedoes..
Sounds good. Watch the video. Honest did you see the ship spinning around spewing death? But you have to want to do that. You have to want to keep moving your ship and bringing those launchers to bear. I'm sure with minimal gear you'll be effective in all the normal events if that's your choice. It does kill slower than cannons, but it is surely viable for normals.
Cheers and happy flying and do whatever you need to do to get in there and start killing!
There's a ship. Bortasqu. Now THAT's a fast mover amirite?? Equipped for under a Million EC. But ALL common items and doffs. Only big EC was spent on deflector, shields, and engines. Because for the cheep price you don't pass up plasma resist! Doing normal stf's. And doing it pretty well. I'd say the only thing holding the ship back is my lack of skill, not the gear.
I dunno, for me and my playstyle I find two copies of TT really useful. It lets me stay with my full weapons on target for a lot longer, if not indefinitely, than a single copy ever would, even with redistribute to forward shield bound to one of my mouse buttons.
I run DHC's and torps on EVERYTHING that lets me run them, and I like to get up close and personal when using them. Doesn't matter if it's probes or a tac cube. As such, I tend to hold full aggro most of the STF.
In elite STF's, I've tried not using my 2nd copy of tac team and I've found it unreliable since manual redistribution isn't nearly as fast as tac team's is. So rather than spinning around and getting my dhc's and torps off target, even for a few seconds, I'd much rather run two copies of tac team and keep all my damage on target. Heck, even the 5 seconds of redistribution downtime between tac teams can be enough to strip off a good chunk of shields sometimes.
If you add in the short damage bonus you get, then, for me at least, I feel that two copies of tac team is more useful than any other ability I would slot there.
As always though, my playstyle and situation play a large role in this.
Lynis, Orion Engineer, main Rrezeth, Gorn Tactical, primary alt Nari, Orion Science, secondary alt
Comments
For PVE or PVP my friend? In this forum it could be anything so thought I would ask first.
EDIT: For starts I'm going to leave this first video here.
https://www.youtube.com/watch?v=FWSuV0B8dbw
That is the Commander level K't'inga. In STF events. Doing just fine thank you. It will show you some of the relationships between speed, torpedoes, mines, and cannons. It also has a bit how torpedoes and mines can be used to customize your loadout for specific instances. In short, KDF cruisers (except Bortas) are plenty fast enough to use the beam/2 torpedo set up OR the cannons/torpedo/mines set up. Bortas should just stick to the latter. No turn consoles involved. The eggbringer weeps a thousand years for each console you put on a kdf cruiser. So sad.
https://www.youtube.com/watch?v=_FDW4nfm0mI
This is a Mirror Vor'cha. In a fleet event. Using the cannon/torpedo/mine scheme. And Dem. For THIS stf that scheme works very well. Ok it works great in all of them. Just in this particular event, all the darn borg have pesky shields, so the transphasics/dem scheme is nice. I didn't have a plasma thing going on, but that would be good here as well.
In your doff scheme, the 4 engineer doffs are a solid choice. That leaves you a swing slot open so to speak. I'll use those same 4 engineers, and then I'll choose a space warfare doff or a DEM doff, or some other solid unique doff to compliment that particualr mission.
When you choose your Emergency Power to" abilities even I must say that EPTS seems to be a no brainer, and then add in one of your choice that you feel enhances the build. Using a lot of Aux abilities? Emergency to aux it is then! That leaves you two systems to cover with batteries if you so choose. So if you're running shields and aux powers, maybe you stock engines and weapons batteries.
As far as your boff powers go, heads up, you likely will never need RSP in pve. Just saying. That ship is a beast and you'll have plenty of ways to keep it alive and kicking. Other than that.......here's the run down.
You need the two emergency powers that are core to your doff scheme. That is key.
If you're going to be fighting the Borg you want one tac team. One's enough. Outside of the Borg you likely don't need one at all for pve, but lets just say we'll keep one on hand. Other than that one TT, spend 3 or 4 abilities on mines, cannons, beams, or torpedoes. If your absolutely married to the omega as a defense or speed buff, then its 3, if not then choose 4. Again this will depend on the mission or even the phase of the mission. Phase two of Hive you may find that SCADS of mines are a good thing. Phase one not so much.
You need hazards.
You need Sci Team or TSS. Not both. If you don't take Sci Team, you can take Eng Team. It's also PVE. It isn't the end of the world if you take one of each team. It really isn't. Once your core is covered, having one of each if they are used reactively, can be a good thing. If you're using TT to balance your shields in PVE well that won't work obviously.
This leaves 3 engineering slots open. DEM? Some aceton debuffing? Some plasma venting CC? Some extend shields because I want to give some poor escort pilot a heart attack? Or maybe some Aux to structural for some fast sharable heals? Remember you already have a tac heavy ship. Straight up damage is covered. Use these slots to customize your ship for the role you need to fill for specific missions.
Cheers Happy Flying!
and......last edit I think. This.
http://www.youtube.com/watch?v=pwZwom0_988&feature=youtu.be
That's a fleet version.
I'm running the Aegis set currently just because that's what is easily available and it's a Hyper engine (which used to help turning...not sure if it still does). I'm about 10 days away from finishing the full Borg+Romulan rep grinds. Any suggestions on what to replace it with?
For leveling purposes the Jem'Hadar space set seems the go to set for near-endgame worthy specs for just the cost of running a few missions.
For PvP your Plasma weapons aren't going to be as effective against anyone with an STF set/Omega Reputation shield, and you can't quite make up the difference with the Embassy Threat-Scaling Plasma consoles since you have only two Sci console spots (at least with the Mk X ones).
My engineer boff layout for torkaht is:
Cmdr eng. EPTS1, RSP1 or Extendshields 1, ET3, Aux2sif3
ensign eng. EPTS1.
Doesnt die in elite and always gets lots of aggro, and can heal others if it doesnt have aggro.
edit ok didnt see you have the doffs, so maybe you could run EPTS3 with EPTW1 or EPTA1 then in that case you need to use ET1 with the other ensign slot. That means you probably need aux2sif 3 more to help make up for the weak engineer team to keep your hull healed.
maybe try this in your eng slots? should be really tanky, then as you get used to survive you could switch out rsp for extends.
EPTW1, RSP1, EPTS3, Aux2sif3
ET1
My current offensive setup is:
Lt. Com. Tac: TT1, CSV1, CSV2
Lt. Tac.: TT1, AP-Beta
Com. Eng. : EPTS1, Aux2Damp1, Aux2Damp2, EWP2
Ens. Eng.: EPTW1
Lt. Sci.: HE1, TTS2
Not much tanking, but turn rate ~30, flying like an escort and very good damage because of +40 weapon power + some damage by EWP2.
For more tanking, I replace the Com. Eng. against: ET1, RSP1, EPTS3, Aux2Sif3 ... but less fun
My DO setup is very similar.
Deflector: Borg
Engine: Borg
Shields: KGH (will be replaced against Borg later)
Consoles: 4x disruptor coils, 2x shield field gen, plasmonic leech, 2xneutronium, borg
On mine I'm running 3 Disruptor DHCs and a disruptor DBB, purp, Mk XII fleet stuff. 4 turrets on the back. I have never needed torps on this build as the spike damage, especially with BO, CRF and decloaking bonus is already enormous.
On my engineer consoles, I run 3 Electroceramics (For STFs, or others for mission-specifics) and a Plasma Distro Manifold. I have 53% plasma resist.
My engineering BOFF layout is pretty much the same as marc8219's.
Commander Eng:
EP2S, RSP, ET3, Aux2SIF
Ens Eng:
ET1
Uni/Sci:
Hazzard Emitters, TSS
I'm a bit different in that I use a DBB, so my TAC boffs look like this:
Lt.Cmdr:
TT1, CRF1, BO3
Lt.
TT1, CRF
I like this build. It feels pretty tanky, and if I can't tank I can run. I can heal myself quickly and heal others of needed, I can put ridiculous amounts of damage down-range in a hurry. With the DBB, I occasionally run into power issues with BO3, but I tend to only use that when I can pop a weapons battery, RMC or NI/EPS.
Cheers happy flying!
I don't think there's anything wrong with torps, however you'd get a lot more mileage using something like a plasma torp up fore (from what I hear the plasma energy consoles buff the torp DoT). You could also consider the two-piece KHG bonus but since it's likely you're still grinding the rep system I can understand sticking with Aegis for the time being.
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
Imma guess you didn't get to read my post. TT is fine. Depending on why you have it. If you're running it primarily to balance your shields things may not be so good. But that isn't the fault of TT. And for PVE in any case you can likely get away with just one. Not two. Except for maybe that escort the freighter mission where almost all you really need to be stellar is two copies of TT.
So things change according to each mission and it can be vey helpful to change up according to what it is you'll be doing. If that's the sorta thing you like. I know I like to mess around and make a core to my build, and then leave room for adjustments around that depending on my opponent.
Cheers and happy flying!
I don't, nor do I intend on spending the time/resources to obtain them in the near future.
TT imho is one of the best skill available, for pvp absolute necessary and for pve quite nice
1. It boost damage
2. It removes bording parties
3. it makes shield more efficent
4. It can be used in combination with TTS to help save kang/freighters in STFs/Fleet actions
IMHO torpedos can be recplaced by energy weapons when you running a +weapon power overcap build.
For PvE 1 copy of TT maybe enough if you don't want to use it in your cycle and use it when necessary. However, running a cannon build without torpedos there is no other skill in the tac tier1. And, as I already said:
4 DHCs + CSV/CRF >> 3 DHCs + 1 Torp + CSV/CRF and THY1 ... imho.
Exactly. A nice Beam Overload crit can do 30k+ damage with some frequency. That's more then I see out of most HY3 salvos from my torp boat, all 4 torps accounted for. And it's an incredible shield buster. Can bring down a cube's shield face in one shot in an ESTF with a BO3 and a DBB.
That's why I like a DBB and BO. The spike damage is unreal. Especially with the 10% bonus after decloaking. If you combine it with Nadeon inversion, EPS or EP2W, there's virtually no power drain in that opening salvo and anything short of a tac cube won't have a shield face anymore, which leaves the slower rounds from the CRF you popped at the same time free to sail right in moments later.
EPS+Nadeon+TT1+CRF+BO, decloak, spike, is hilarious.
BO3 is a real killer, escpacially when you alpha with a weapon batt
PS: you can even preload it and combine it with BO2. Alpha strike with BO3 and BO2 with a weapon bat and EPTW is realy nasty
1) Running a cannon build isn't optimal. So saying TT is the best skill for a sub optimal build is fine by me.
2) Anything you said regarding PVE or PVE I already said. Unless you're running your suboptimal cannon build, you still only need one. If you have room and you'd really like two, go ahead.
Whats your point really? Did you just not wish to read my post, just comment on a comment?
And as far as your honest opinion, guess what that is? Your right, an opinion. An opinion that your not lying about. Why toss that in? Are you known for lying? Why would we believe you now if you are?
Your honest opinion on what is or isn't better for regarding cannons is GREAT!
Especially for someone that seems to have issues with breaking down an opponents shields. So please, if you find that you have some type of problem in that area, maybe you should work on that. Maybe you should preface your rating system by saying something like this:
"If you really like keybinds, cycles, and slamming your face on the keyboard until something dies, please use my new priority system."
That could save a LOT of people from reading your posts.
Wow. Now this thread is about beam overload and birds of prey? Okay so maybe the OP may want to wander into PVP. He did say that.
Pro tip, if your critting for 30k in PVP with your BO, find a new line of work. And if 'that's more than your seeing' from your torpedos, well same advice. That's pretty sorry.
Just because YOU aren't doing it, doesn't mean it isn't being done.
https://www.youtube.com/watch?v=MWzfAObZKOI
Cause it is.
And preloading a wep bat is dire.
My apologizes, but I missed you very detailed first post for some reason. The last vid about the fleet thorkat is very nice. However, you are using fleet AP DHCs by your own. So what do you mean with your statement that using cannon build is sub optimal? Do you mean a pure cannon build?
If this is so, it is more is a matter of situation. Torps offer high burst damage, but compared to a maximized DHC lesser the dps, at least according to the tooltip.
In fact, in past I used GW + CSV (strip shields) and then TS and found this quite effective in STFs, but read alot in the forums and came to the impression that the dps using pure fore cannon build should be more effective in total (not in all situation though). Never investigated it by using a damage meter. So, maybe you have some numbers actually showing that replacing DHC against torp gives you an average higher dps by initial burst?
Even on my Fed torp boat where I have 3 front photons and spam a torp every 1.6 seconds, dealing pretty damn good DPS against unshielded targets, crits, while big, are less frequent and not much bigger then the crits you can get from DHCs, which you get far more frequently.
I don't see anything wrong with a cannon build, but even I won't run a full 4-cannon build, which is why I keep the DBB for spike/shield-busting. I'm all too aware of how effective torps can be, but I don't think they're needed on the Flor'Kaht.
Even with my build I still out-DPS 99% of the TRIBBLE Fed pubbie rainbow-boats I get teamed with in ESTFs, so..
I did read your post, it's just that it was a little cryptic and I'm not entirely sure I understand what you're saying...
Sure, you don't really need two copies of TT in PvE. I even said as much. Hell you don't need any copies when it boils down to it. However, there are niche situations in PvE where you won't get the same mileage out of another skill. I pointed to the Kang being one such example.
In PvP, I absolutely use TT for shield balancing... I can sort of see where you're going with this and trust me, I've tried using high TT ranks for burst and it just isn't worth it, your healers will starve for lack of TTs being doled out by their escorts and it leaves a hole a mile wide for an opponent to blow through one end and out the other.
In fairness, this is a thread about the Fleet Vorcha, and you could argue that Klink ships shouldn't be getting into shield slugging matches in the first place. In lieu of not being completely sure what your angle is, I'll save from posting about this any further.
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
Thinking..
KHG shield (With a Field Generator)
KHG engine
Borg deflector
Borg Universal
How's that look?
Reasoning:
KHG Shield: Lots of cap (Even more with the field generator), not half-bad regen.
KHG Engine: Bonuses to shield, aux and weapons power, Hot Restart could come in handy
Borg Deflector: Bonus to SIF, bonus to aux.
Borg Universal: Bonus to weapons power, bonus to hull rep, crit bonuses
I'd go with Adapted Deflector (MACO) instead of Borg MK XII, as it has even more SIF, along with shield HP and shield healing boost, plus a smattering of handy things. Though, If I'm reading things right, you need to get the KHG MK XII Deflector to finish off the KHG set to be able to get the Adapted. Currently running MK XII KHG Shields and Engines, but a MK XII standard Positron with [SIF][ShdS] and I'm thinking of grabbing the other faction Deflector to replace it once I unlock T5 Rep.
I'd actually rather have the MACO shield/deflector combo with the KHG engine, I think.
You must have KHG mkXII to get adaptive KHG (thats klink MACO).
And KHG XII is tier 4 or 5?
Its tier 5.
Since equipment is the slow part of the process (boffs/doffs can be bought), can someone just quickly confirm that it's viable to run dual torps (front+rear) plus 6x beam arrays?
No really you do. Because we're saying the same things. TT in pve is most useful to use on other ships, specifically NPC's that you need to protect. We just used different examples.
And balancing your own ships shields is for TT inside of PVP. And that's all I even mentioned it for in PVP. Nothing else honest! So we said the same things.
On my fleet ship in PVP I only run one, and when I had the original I ran zero, because as an engineer you can get away with that. Not saying I recommend it as optimal, just saying.
And as far as this ship using 6 beam arrays and front and rear torpedoes..
Sounds good. Watch the video. Honest did you see the ship spinning around spewing death? But you have to want to do that. You have to want to keep moving your ship and bringing those launchers to bear. I'm sure with minimal gear you'll be effective in all the normal events if that's your choice. It does kill slower than cannons, but it is surely viable for normals.
Cheers and happy flying and do whatever you need to do to get in there and start killing!
Here.
http://www.youtube.com/watch?v=erPP8gt4X7M
There's a ship. Bortasqu. Now THAT's a fast mover amirite?? Equipped for under a Million EC. But ALL common items and doffs. Only big EC was spent on deflector, shields, and engines. Because for the cheep price you don't pass up plasma resist! Doing normal stf's. And doing it pretty well. I'd say the only thing holding the ship back is my lack of skill, not the gear.
And yes. I have one copy of TT.
I run DHC's and torps on EVERYTHING that lets me run them, and I like to get up close and personal when using them. Doesn't matter if it's probes or a tac cube. As such, I tend to hold full aggro most of the STF.
In elite STF's, I've tried not using my 2nd copy of tac team and I've found it unreliable since manual redistribution isn't nearly as fast as tac team's is. So rather than spinning around and getting my dhc's and torps off target, even for a few seconds, I'd much rather run two copies of tac team and keep all my damage on target. Heck, even the 5 seconds of redistribution downtime between tac teams can be enough to strip off a good chunk of shields sometimes.
If you add in the short damage bonus you get, then, for me at least, I feel that two copies of tac team is more useful than any other ability I would slot there.
As always though, my playstyle and situation play a large role in this.
Rrezeth, Gorn Tactical, primary alt
Nari, Orion Science, secondary alt