http://www.stoacademy.com/tools/skillplanner/index.php?build=JHEC_0
ok, so its still a pve ship, but im trying to make this work in pvp. a change i did end up making is aux2damp 1 x2 rsp 2. rsp 2 isent needed at all. thing is with aux2damp no difference except kinetic resist. i wish i could keep the extend shields on. but turn rate is badly needed on this ship.
for lack of tss2 im going with shield rep drones. all in all semi decent pve ship, far better then defiant but still not as good in pvp.
Comments
While the ship can be a monster in PvE, I put it back on the bench for PvP.
Lag Industries STO/TOR Guild
actually its much better, im even going to say might be on par with a bug and sorta more "tankey". im not going to go into details. i am a troll in opvp so people tend not to listen to what i have to say. im fine with that. at some point ill list on how to make this build very effective. but i wanna see if the more "better well known players" can figure it out and hope they dont hold back and list it.
and hilbert please refrain from telling it. im sure as soon as you see the set up your light bulb will turn on. with this build i can do way more then the steam runner. sure i dont have the rapid fire 2 x2. it is kinda pre doff era. (even tho i have 2 apd, it still brings it to the pre doff era) this build micks omega 3 omega 1 rapid 2, 1 tt1 x2.
with the 2 copies of aux 2 damp 1 i can chain them back to back with epts keeping turn rate up 24/7. now aux 2 damp says it will break holds and moment debuffs. so im not sure if its still buged and will not resist crono procs and tractors.
* doffs and traits come into play. have fun figuring it out since i just gave everyone a huge clue. dont know why the "best players" dont see this right away. im temped to not even put this in
4 dhc 3 turrents with same turn rate as a bug for less ec................
Au to dampeners is not bugged it isn't meant to break tractors it never was
we can debate that while your looking at the respwn timer :cool:
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
no sorry red, thats why i just did the detail on my first post and explained my set up
so to be clear epts 1 x2 aux 2 damp 1 x2 rsp 2
i don't think you have anything as spectacular as you think there
If you want to see how well it can work, I can do a 1v1 with you...or see it in action in C&H or Arena..
Mee@Adyreon
drunk sorry man but you are wrong. i have omega 3 on global as it is. i doubt im lacking much dps by using rapid 2 and 1. we all did that in the past. i have a turn rate of 57. i have full jem mk12. i will replace the sheild with maco mk12 when i hit t5.
if i have a turn rate of 57. x right now what do you think maco would add to it? it would push me over the bug ship in terms of turn rate. no tss2? thats ok. i got sheild drones in recall mode to put me at 110 defense. let me see the bug ship do that. 48,751 hit points on hull.
350 crew. yeah all you guys tryed to call me an rp'er for that. how much of an rp'er am i when i speced 6 points into sub rep with human bo for trait stacking with a space nurse to keep crew at 75%. not even taking into account for the trait/ passive techie. so hull regen rate anyone? so far this ship can do much better over all then a bug ship could. also we all see trasn torp builds so again, aux2damp wins here. ive been eating tric mines left and right and i surived that better then the bug players were.
really i wanted to hold back this info. i really thought you guys would have looked at everything as a total. drunk you know i like you and massive respect to you. but really man you failed to look at the whole system as a total on this 1. i did as well. i made it a mission to put this ship together and make everything fit into place. so far im doing it as well as can be expected with this ship. it becomes easier when you look at the whole system. is it annoying to fly? yes very much. aux2damp works off of aux power. im using 2 purple mk11 rcs. so always swaping to aux power for that boost gets micro intensive. but it puts me at 57.5 i belive? or 57.3? something around that. but it is 57.x 2 purple mk12 rcs with maco shield will push me to the 60 turn rate mark.
also to note, omega engines would probly be best for that turn rate as well. but being i can push my engines as far down as i can into aux actually boost it better. a bug ship can get to 58 turn rate or 59.3 with out use of aux2damp. but again aux2damp is a very good skill with 100% uptime. i had a team switch to vm due to this.
Theta.
I've discussed some of the most awesome Crew builds on the forums and even in OPvP. No matter how awesome they are...they're pointless because of Theta.
Grab the Jem engines, 2 pc KHG/AMACO, Nurse/Medic, EFF, BFM, 5x Human BOFFs, grab Subsystem Repair, SIFs, etc, etc, etc...somebody drops Theta. It all becomes pointless.
yes i know but i hope people dont do this. when it hits 0 crew will no longer regen
seriously though, 57 turn from just high aux AtD, that has to be bugged or something. that sort of changes things for how that ship can be used. been to long since i examined AtD's effect, always wanted to use it after you could get full up time on it, but tech doffs builds were always to tempting. i'll do more considering of it from now on with an effect that dramatic. could proboly do very interesting things on a vet ship with that in the mean time. gonna need AP doffs too though, jeeze, don't got enough EC to build all this.
The only drawback is having to always keep track of the two abilities. If you execute them at the wrong time it'll TRIBBLE up the timing bad.
I didn't want to TRIBBLE with another toon's build, so I did a quick thing on my KDF Eng with a Kamarag.
56/25 Eng Power & 61/50 Aux Power: 20.9 Turn
+AtD1: 32.0 Turn
121/100 Eng Power & 61/50 Aux Power: 25.9 Turn
+AtD1: 37.0 Turn
56/25 Eng Power & 106/100 Aux Power: 20.9 Turn
+AtD1: 36.6 Turn
76/50 Eng Power & 106/100 Aux Power: 22.5 Turn
+AtD1: 38.1 Turn
That first one, 56/25 & 61/50 is my baseline for the build. I've been running a single AtD1 on it.
56/25 Eng Power & 61/50 Aux Power: 20.9 Turn
+EPS Power: 23.4 Turn
+AtD1: 37.8 Turn
+EM: 60.1 Turn
Hrmm, wonder what I could get that to with RMC.
Meh, here's the curious results from another toon...
33/25 Eng & 35/25 Aux: 6.5 Turn
+AtD1: 8.8 Turn
+APA: 8.8 Turn
+APO1: 8.8 Turn
+EM: 11.0 Turn
AtD, APA, and APO do not stack.
108/100 Eng & 60/50 Aux: 8.0 Turn
+AtD1: 10.9 Turn
+EM1: 17.9 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+Aux Batt: 8.0 Turn (contrary to the snippet, yeah, it's not going to do it)
+AtD1: 12.7 Turn
+EM1: 17.9 Turn
+APA1: 17.9 Turn
+APO1: 20.9 Turn
Something seem off? Yeah, I'll get to that. First this:
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
+AtD1: 17.9 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
+APA: 17.9 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
+APO1: 17.9 Turn
+AtD1: 21.3 Turn
Wait, there it is again.
So...certain things do not stack when used in a certain order. There appears to be a cap when things are done in a certain order, but if you go in another order - you go higher.
Again, here:
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
+APO1: 17.9 Turn
+AtD1: 21.3 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
+APO1: 17.9 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
+AtD1: 17.9 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+APO1: 11.4 Turn
+AtD1: 11.4 Turn
+EM1: 14.3 Turn
108/100 Eng & 60/50 Aux: 8.0 Turn
+EM1: 17.9 Turn
+AtD1: 17.9 Turn
+APO1: 20.8 Turn
There's all sorts of fun things you can do depending on the order that you pop them.
I mean, it stands out like a sore thumb:
EM+AtD - no bonus from AtD.
EM+APO - no bonus from APO.
EM+AtD+APO/EM+APO+AtD
Somehow you do get a bonus from AtD+APO after the EM, even though you get a bonus from neither if used alone with the EM. Not only that, but if you use AtD+APO by themselves - they do not provide an additional bonus. However, if you use them with EM - you'll get an additional bonus. Course, the order matters! EM+APO+AtD > EM+AtD+APO... just don't APO+AtD+EM (on this boat - 14.3 vs. 21.3 if you do the EM first).
But yeah, sometimes it's just fun to take the Tac out in her Mirror Vo'quv - get some use out of her.
/eyebrow
Fascinating.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
inertia score is 60, my bug ship is at 70. im using full jem mk12 so i get to push all that sheild and engine power to aux. its just faster when i hit aux2damp for my aux to fill 125 faster.
2 rcs mk11 purple. i did want to buy mk12 but wtf???????? from 6-7 mill to now 13mill +??????
aux2damp is a good skill when u have teams running tric mines and pure bleed mines. also since i have 350 crew the nurse will work. techie and human bo will stack for really good hull regen. yes theta is still a problem. 0 crew in a sec. only way to fix that is get out of red alert fast. not really an option tho in premade v premade.
to be honest as good as you can make this ship its very micro heavy. know when to put drones into recall mode, when to let them heal shields. (tested recall mode and shield drones wont rep shields. but i feel they rep sheilds way to fast)
this ship can be more tankey comapired to a bug ship. just know more work is involved. but it is cheaper. i do like my bug alot more tho to be honest. i feel like i went from an automatic to a manual drive with the jem heavy. just the manual can go the extra distance. i mean freak, even in my bug ship ill hit my he at 45 aux. i hardly ever swap configs unless i really need to. for people used to swapping this should be no problem for them. most times i use aux2damp i dont really go full aux. only when i really need to get guns on point. but team setting this really is not a problem. so i am getting at around 50 something turn rate. thats doable.
now i have one question. if i slot 1 doff for recall mode, i just every 2 secs from 80 d to 90 d. with 2 doffs it jumps every 2 secs from 90 d to 110 defense. what is the true value?
my gut is telling me elusive is keeping me steady at 70 d and the doffs are messing with the defense system. some how its bugging it out. ei, my bug ship is at 70 defense because i was a huge nub at launch and did not care about my passive. now since i do care my new pure space tact has the passive, the system knows the jem is an escourt but low defense. hence the doffs are messing with the system and bugging it out.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
thanks for that link red. now i understand about whats going on.
Also, I only got online for like 20 minutes last night but I did some TRIBBLE around and had my defense rating over 200. The glitched number was over 220 but that's only for a half second at a time and will be fixed per bort. Over 200 is not sustainable for any real length of time. I want to have somebody shoot me and parse it to see what this actually translates to in misses.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
sadly nothing can help that ship. just looking at the bo layout i doubt it even good for pve. its just put in lobi store to boost sales for consoles.
i knew the jem heavy could be a good ship, you just cant copy paste a stranded escort build on it and expect it to work.
yeah i agree with this.
are shield drones op? they seem to rep them so fast you are forced to kill them then aim at the ship
They exist to make slotting an extra Scatter Volley more desirable than stacking non-stop CRF's like most pets. Probably not all that overpowered, I recall them being easily destroyed with a single non-tac buff'd CSV from my old RSV.
Definitely not in the same league as Danubes or Siphon Drones.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe