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I'm doing it wrong. (Breen cruiser)

purvee1purvee1 Member Posts: 360 Arc User
edited March 2013 in Klingon Discussion
As someone's sig says "if you can't get over 5K DPs in a cruiser you're doing it wrong."

Well in that case, that's me. A fleet mate was running a parser in our last STF (ISE) and he gave me my DPS of 4549. So that leads me to believe I've naffed it up somewhere.

Ship and character stuff:
http://i.imgur.com/mAZKcsZ.jpg

Rear weapons are: Polarized Disruptor beam array x2, Cutting beam, Omega torpedo.

The concept, as you can see, is Power drain. All the weapons are polarized Disruptor's, and so benefit from double Boosts. The MKXII Jem Hadar set and the Disruptor consoles both boost the damage.
The Polaron proc, the Breen energy disapator, plasmodic leech and buoy aceton things all add up to a massive Power drain, throw in Target subsystem shields and it should knock shields down.

Power levels are run at 75/75/25/25, with plasmodic leech, and buffs, in battle power is closer to 125/125/75/75.

Now apart from the following:
Replace rear Beams with turrets
Upgrade Disruptor consoles to purples.

Both of which will cost a fair old chunk of cash, which I don't really have, and having some aft fire-power is nice on a cruiser. What else can I do? What am I doing wrong? Too many special consoles? Not sure how that'd drop my DPS though as Eng and Sci consoles aren't really DPS orientated.

Thanks.
Post edited by purvee1 on

Comments

  • westx211westx211 Member Posts: 42,333 Arc User
    edited March 2013
    You know that polarized disruptors aren't affected by polaron dmg boosts right?
    Men are not punished for their sins, but by them.
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    Put some points into Energy Weapon Specialization.

    Take 3-6 points out of Attack Patterns, 2 out of Maneuvers, and anywhere from 3-9 out of Projectiles. Put them elsewhere.

    Replace Target Shield Subsystem with either Target Engine Subsystem, Torpedo Spread, or Tactical Team.

    Swap positions of Transfer Shield and Hazard Emitters.

    Slot in at least one Neutronium Alloy Console.

    Replace Aux to SIF with ET2; slot in EptW1, EptE1 or EptA1 in place of ET1. Alternatively, replace Aux to SIF with EptS2 and replace EptS1 with either EptW1, EptE1, or EptA1. Another option is to simply replace Aux to SIF with RSP 1. Unless you devote significant power to Auxiliary, Aux to SIF 1 will provide very little hull repair.

    Consider replacing CRF3 with Attack Pattern Omega III or Beta III.

    Polarized Disruptors do not benefit from both polaron and disruptor damage boosts. They only get extra damage from anything that boosts disruptors. Unless you like the Jem'Hadar set for some reason, feel free to replace it with something else.

    Replace Rear beam arrays with turrets. Even green Disruptor turrets will be better than what you've got now.

    Move the Omega torpedo to the front, or otherwise replace it with a mine launcher (preferably transphasic, chroniton, plasma, or tractor beam). If you absolutely must have a rear-facing torpedo, make it a Breen Cluster, Wide Angle Quantum (which is not possible for you), or a Hargh'Peng.

    Get rid of Astrometrics Scientist duty officer, and leave it out unless you are doing the Galaxy Tour event. If you want random proc duty officers to be of any use, get at least two of each whenever you can.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited March 2013
    westx211 wrote: »
    You know that polarized disruptors aren't affected by polaron dmg boosts right?


    Heh, it did when I tested it, earlier this year.
    Bugger.

    Oh well that makes life more interesting when it comes to Ship equipment. I suppose a full set of Polaron's could work?
    How about those dominion Polaron weapons?
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    purvee1 wrote: »
    Heh, it did when I tested it, earlier this year.
    Bugger.

    Oh well that makes life more interesting when it comes to Ship equipment. I suppose a full set of Polaron's could work?
    How about those dominion Polaron weapons?

    Just stick to Polarized Disruptors. Their two procs are very useful.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited March 2013
    Thanks for the feed back, just trying to get it all lined up as to why ;)
    eraserfish wrote: »
    Put some points into Energy Weapon Specialization.

    Take 3-6 points out of Attack Patterns, 2 out of Maneuvers, and anywhere from 3-9 out of Projectiles. Put them elsewhere.

    Replace Target Shield Subsystem with either Target Engine Subsystem, Torpedo Spread, or Tactical Team.

    Might I enquire why I should go for the engines instead? Also it seems the crit chance would be so low that Weapon specialization seems fairly redundant?
    eraserfish wrote: »
    Slot in at least one Neutronium Alloy Console.

    Replace Aux to SIF with ET2; slot in EptW1, EptE1 or EptA1 in place of ET1. Alternatively, replace Aux to SIF with EptS2 and replace EptS1 with either EptW1, EptE1, or EptA1.

    Consider replacing CRF3 with Attack Pattern Omega III or Beta III.

    Why with the Emergency power to X? Power on my end doesn't seem to be an issue.

    Ok CRF to Omega is easy and sounds like an idea. What about dual copies of Omega?
    eraserfish wrote: »
    Polarized Disruptors do not benefit from both polaron and disruptor damage boosts. They only get extra damage from anything that boosts disruptors. Unless you like the Jem'Hadar set for some reason, feel free to replace it with something else.

    Any thoughts? Could go full Polaron?

    eraserfish wrote: »
    Move the Omega torpedo to the front, or otherwise replace it with a mine launcher (preferably transphasic, chroniton, plasma, or tractor beam). If you absolutely must have a rear-facing torpedo, make it a Breen Cluster, Wide Angle Quantum (which is not possible for you), or a Hargh'Peng.

    Get rid of Astrometrics Scientist duty officer, and leave it out unless you are doing the Galaxy Tour event. If you want random proc duty officers to be of any use, get at least two of each whenever you can.

    The Rear facing torpedo is just there to get the proc, as I was struggling with survivability at the time. Now I've gotten better at flying its not such an issue, and never got around to moving it.

    Thanks.

    Edit:
    Ok had a look, as the Jem Hadar deflector has the best Flow capacitors skill it makes sense to use that. Add in a two part adapted Maco set, that gets me the bonus Damage to torpedoes.
    Move the omega torp to the for, replacing the beam bank, and associated skills with Torp spread.
    Stick in attack patten Omega III (possibly 2 as well?)

    How do projectile officer DOFFs effect the omega launcher?
  • sardizasardiza Member Posts: 0 Arc User
    edited March 2013
    purvee1 wrote: »
    How about those dominion Polaron weapons?

    Yes, the Dominion Polaron weapons from "Boldly They Rode" do get the bonus damage boost from the 2-piece Jem'Hadar set. I use a couple on my drain Karp (Kar'fi); no logs or parses, but I like to think it works out well.
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    purvee1 wrote: »
    Thanks for the feed back, just trying to get it all lined up as to why ;)

    Might I enquire why I should go for the engines instead? Also it seems the crit chance would be so low that Weapon specialization seems fairly redundant?

    Everybody and their mothers have Emergency Power to Shields and Engineering Team, so disabling the subsystem won't accomplish much since they have two skills with which to restore shields. Not everyone has Emergency Power to Engines, and escorts (your primary opponent in PvP) rely heavily on mobility to avoid hits. Furthermore, power drain to shields doesn't accomplish nearly as much as a power drain to their engines. If you do not PvP, then you should replace that ability anyhow since it doesn't accomplish much against NPCs either. Targeting shield subsystems is only useful if you're science or if you're running missions at a lower level.

    As for Energy Weapon Specialization, it increases both crit chance and crit damage. Unlike the overkill bonus from Accuracy, this is not affected by a ship's Defence value. If you put points into it, you will notice a substantial increase in your DPS, especially with cannons.
    Why with the Emergency power to X? Power on my end doesn't seem to be an issue.

    Ok CRF to Omega is easy and sounds like an idea. What about dual copies of Omega?

    The issue is that Aux to SIF 1 is a waste. Unless you maintain a good deal of power in your Auxiliary systems at all time, the heal is tiny. Since Aux to SIF 2 and 3 is not an option for you, I suggest you replace that skill because it's just going to waste a very important Engineering slot.

    You should only bother with one Omega attack pattern, and it should be the highest level possible.
    Any thoughts? Could go full Polaron?

    Sure, but that'd be wasting time and money. Better to keep your current weapons and move on to a different set.
    How do projectile officer DOFFs effect the omega launcher?

    They affect it in a way that is not worth the bother.

    *EDIT*

    After reviewing the wiki, I suppose it might be worthwhile to get a second Attack Pattern Omega, but I'm still not completely sold on it. It'd also effectively block you from using Attack Pattern Beta.
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited March 2013
    eraserfish wrote: »
    The issue is that Aux to SIF 1 is a waste. Unless you maintain a good deal of power in your Auxiliary systems at all time, the heal is tiny. Since Aux to SIF 2 and 3 is not an option for you, I suggest you replace that skill because it's just going to waste a very important Engineering slot.
    The heal is small, but combined with Hazard Emitters, the combination of the hull resists and heals can be significant. If you find yourself needing emergency hull heals, there aren't quite enough good devices to outweigh carrying around an Aux battery (even a normal one!) to bump your power levels for a short time.
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    The heal is small, but combined with Hazard Emitters, the combination of the hull resists and heals can be significant. If you find yourself needing emergency hull heals, there aren't quite enough good devices to outweigh carrying around an Aux battery (even a normal one!) to bump your power levels for a short time.

    Well, his shield recovery abilities aren't all that great either, and he's having trouble cranking out dps for some reason. In my opinion, he'll get more out of EptS2 than Aux to SIF1 because it will not only boost his damage resistance more than the SIF alone, but also restore his shields by a noticeable amount.
  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited March 2013
    purvee1 wrote: »
    Heh, it did when I tested it, earlier this year.
    Bugger.

    Oh well that makes life more interesting when it comes to Ship equipment. I suppose a full set of Polaron's could work?
    How about those dominion Polaron weapons?

    Actually, I think you saw what I first saw with dealing with the Jem set plus Polarized Disruptor. Put on full set -> more DPS listed. Turned out the it wasn't the set bonus, but the power bonus to weapons from the engines on their own. Took me a while to puzzle out the reason since I had already tested them with Polaron Tac consoles and that didn't buff them, it wasn't until I pulled off the engines that I figured it out.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited March 2013
    turrets and cutting beam in the back...forget beams and torps in the rear.
    Instead of a DBB and target subsystem, go for a torpedo launcher and torp spread1.
    3 copies of cannon abilities is one too much, and for PVE and especially STFs scatter volley is better than rapid fire. Get a second APBeta or any other AP.
    Next you should get rid of the console that came with the breen ship...get the zero point module instead.
    The polarized disruptors count as disruptors*, so the setbonus is not in effect...i would suggest KHG engines and borg/adapted maco deflector.

    also you only have 1 tac team without the reduction DOFFs for it...either you have 2 tac teams or 2 conn doffs to reduce the CD...i suggest you drop the energy weapon doffs and the transwarp doff and get a projectile doff and 2 conn doffs to reduce TT cd.
    Personally i'm not a fan of ET on this type of ship...i tend to use EPtS1 or EPtW1(for tholian encounters) and RSP1

    honestly less than 5k dps with a ship that has 3 heavy cannons on it is far too low anyway. There must be some other issues. Do you run 125 weaponpower? Do you constantly move around, or do you park infront of generators, transformers, gates...because flying around means you only have half or a third of your time actually on target wich means lower overall DPS. being mobile and dishing out dmg constantly is actuall more of a beam or single cannon cruiser thing.

    at the first look, your build seemed to me more PVP oriented than PVE...there are certain things and abilities that work great in PVP and do nothing in PVE...target subsystem for instance is useless for PVE in my opinion...it won't drain enough to have an impact on the enemy, and most likely the target days too fast anyway.

    *If they were polaron type, they would be called disruptive polarons...or something like that.
    Go pro or go home
  • marc8219marc8219 Member Posts: 0 Arc User
    edited March 2013
    Try this out.

    fore- 4 DHC

    Aft- 3 turrets, 1 cutting beam

    Cmdr Tac -TT1, APB1, CRF2, AB3

    Lt Tac- TT1, CRF1

    Try the romulan torp if you have that and purple or blue torp doffs and switch a skill out for high yield
    Tala -KDF Tac- House of Beautiful Orions
  • purvee1purvee1 Member Posts: 360 Arc User
    edited March 2013
    baudl wrote: »
    honestly less than 5k dps with a ship that has 3 heavy cannons on it is far too low anyway.

    Hence why I'm here ;)
    baudl wrote: »
    There must be some other issues. Do you run 125 weapon power? Do you constantly move around, or do you park infront of generators, transformers, gates..

    Resting power is 109 for weapons (that's from innate buffs, measured in orbit round the Klingon home world). With plasmodic leech its over that when I start shooting.

    I normally park 2-3KM from stationary targets and belt the TRIBBLE out of them. Large targets like gates, if you do it right, you can get aft weapons and fore weapons to bear at the same time.

    Keep it up, this is helping.

    BTW: Anyone know of a good parser which I can grab for trials later this week?
  • baudlbaudl Member Posts: 4,060 Arc User
    edited March 2013
    the most overall DPS you will most likely get when you combine Gravity well (launched with a battery, or well above 110 aux power) APBeta 2-3, scatter volley 2-3, torpedo spread 1...enhance this combo with your normal attack buffs and you are in DPS heaven.

    PS: ofcourse if they don't die quickly you will be in for a beating.
    Go pro or go home
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    Actually something I find VERY effective for my Chel'Gret

    Weapons:
    Fore: Romulan Hyper Plasma Torp, Dual Heavy Cannons x3
    Rear: Turret x3, Cutting Beam

    Equipment: FULL BORG. Trust me, it works great.

    Consoles:
    Tactical: Energy Boosters.
    Engineering: Neutronium x2, RCS x1
    Science: Breen Weapon, Zero Point Energy Conduit, Assimilated Module

    BOff layout:
    Cmdr Tactical: TT1, CRF1, APB2, APO3/APB3
    Lt Tactical: TT1, CRF1
    Lt Engineering: EPtW1/EPtS1, EPtW3/EPtS2 (users choice, or you can go Aux2SIF1, it IS viable)
    LtCmdr Science: HE1, TSS2, ES2
    Ens Universal: HE1/EPtS1 (users choice, both are good here)

    DOffs:
    Proj Weapons Officer x3
    DCEx1
    WCEx1

    It actually works pretty well. Try it out, see if you like it, and it also gives GREAT DPS.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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