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Jem bug build (need feedback)

firekeeperhufirekeeperhu Member Posts: 416 Arc User
I'd like to ask about your opinion, suggestions, corrections about this planned build for my FED tac character. (Traits: Accurate, Efficient capt, Soldier, Lucky)

Nearly full build (no away team BOff skills provided, but that's not really important here)
So the build
(the second engineering console is supposed to be the romulan reputation console, from the 3 piece Romulan Singularity Harness set)
BOffs: 2 saurian with Efficient, 1 blue male romulan tac and 2 humans.
Let's say the other components are ready (my fleet hits Sci T4 next week so I don't have the shield yet, and i have the money for the rest of the build, but hadn't bought all of the EC-expensive consoles)

Is this solid? Can I use it in PvP sometimes? (I'm mainly PvE btw...) Should I use another set maybe? MACO, Omeg, Adapted MACO, upgraded Jem Space (I have all of them, except the Jem upgrade, but I can gather the lobi for it quite fast).
<3 Defiant <3

RnD and upgrade needs less RNG. Less lottery. Something has to change.
Post edited by firekeeperhu on

Comments

  • vyperwoovyperwoo Member Posts: 17 Arc User
    edited March 2013
    Gear looks great for PvE, best bet is running atleast acc x2 for pvp.

    Boff's could use some tweaking.

    Polarize hull and hazzard emitters share the same cooldown.

    Reverse shield polarity has a huge down time.

    Why not Omega 3 since you are tactical?

    Attack pattern Beta is not worth it for PvP.

    You don't have scatter volley.

    You are going to run into pwr problems with all those DHC's and turrets.

    Got to think about what Doff's you want to run. Doff setup can really change everything.

    I'd start here instead, then modify depending on doffs. Get a DBB upfront

    TT1/CSV1/BO3/CRF3
    TT1/CRF1/APO1
    HE/TS2
    EMPTS1/EMPTS2
    polarize hull or Emergency pwr to weapons 1
  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited March 2013
    [acc]x2 makes things even more expensive... but allright :D

    should i use an EPS for power transfer?

    weapnons should look like 3DHC 1 DBB front 2turret 1 cutting aft, or more like 2DHC 1DC 1DBB front and same at aft? should i use cutting at all? (i find the weapon amp quite useful, but maybe i'm wrong) or maybe add a torp? (quantum or omega)

    and what kind of doffs do you recomment? i'm thinking in shield distribution offs, damage control engis, beam skill energy weapons offs, warp core engis, exocomp (with weapon battery instead of engine), conn offs...
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • gstamo01gstamo01 Member Posts: 0 Arc User
    edited March 2013
    Any BO over 1, you should gear an EPS for the recovery..

    I looked at your build and made these changes to what you were doing to ship and character.

    http://skillplanner.stoacademy.com/?build=firekeeper_0


    If you want PvP, flip the cannon boff skills. The reason there is a RF3 in there is emergency dps (cube, probe, whatever).

    This is a poor man's 16k dps build. There are better things that can be done, but looking at your original build, I'd say you can't afford it.

    *note: The Beam Array on the back is meant as a Parthian shot (parting shot) when you move on to the next target.
    You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online! :D
  • naeviusnaevius Member Posts: 0 Arc User
    edited March 2013
    Maybe: AO3 and swap one of the CRF2 for CRF1 so you can use APO1 instead of the second APB1:

    TT,APB1,CRF2,APO3
    TT,CRF1,APO1

    You can cycle APO3->APB1->APO1. APO3+CRF2 is better than CRF3+APO1.
    _________________________________________________
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    Joined October 2009. READ BEFORE POSTING
  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited March 2013
    gstamo01 please feel free to post your expensive build :) maybe you're underestimate my pocket :D the worst thing to happen is that i really can't afford it :)
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • maddog0000doommaddog0000doom Member Posts: 1,017 Arc User
    edited March 2013
    i would slap the beam cutter and put the borg torp on the back only cus the set bonus is nice. ( i dont have on my bug just throwing it out there)

    u need to move your lobi console to engi and a extra wepon consoel doesnt hurt.

    also u might want to try polerized distruptors does the same job with a extra proc

    your boffs are good but why no wepaon batteries?

    use 3 con offciers with reduce attack patterns and reduce time for spceial cannon attack doffs
    [SIGPIC][/SIGPIC]
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited March 2013
    gstamo01 please feel free to post your expensive build :) maybe you're underestimate my pocket :D the worst thing to happen is that i really can't afford it :)

    If you are going for an expensive JHAS build, then I would suggest http://skillplanner.stoacademy.com/?build=phoenixbugmod_0

    I stuck with disruptors, as that is the energy type you currently had, though you may wish to switch over to polaron in PvP. [Acc]x3 is the ideal mod, but [Acc]x2 [CritD] isn't a bad combination. With Elite Fleet Shields and a 1.0 shield mod, the bug ship doesn't need a field generator to survive. Also, the Omega Deflector/Engine is far superior to the Borg Deflector/Engine on the JHAS. The Omega Deflector boost damage, the engine boosts speed, and the two piece bonus strips shields with every shot.

    Now, going over to the skill tree, the last three points in Starship Energy Weapon Specialization isn't worth it. The bonus from 6 points to 9 is 0.3% crit chance and 4.8% critical severity for 9000 skill points! These are better invested elsewhere. Starship sensors is a waste of skill points, as it only blocks two science ship abilities, which is already partially countered by the Omega deflector. You will want six points in starship power insulators. 3 points in hull plating, armor reinforcements, and threat control each will give you a higher damage resistance rating than 6 points in hull plating and 6 points in armor reinforcements. If you don't mind the higher threat priority in PvE, then this is ideal. With the extra points, I'd put them into aux performance to boost your base healing from Hazard Emitters and Transfer Shield Strength.
    vyperwoo wrote: »
    Gear looks great for PvE, best bet is running atleast acc x2 for pvp.

    Boff's could use some tweaking.

    Polarize hull and hazzard emitters share the same cooldown.

    Reverse shield polarity has a huge down time.

    Why not Omega 3 since you are tactical?

    Attack pattern Beta is not worth it for PvP.

    You don't have scatter volley.

    You are going to run into pwr problems with all those DHC's and turrets.

    Got to think about what Doff's you want to run. Doff setup can really change everything.

    I'd start here instead, then modify depending on doffs. Get a DBB upfront

    TT1/CSV1/BO3/CRF3
    TT1/CRF1/APO1
    HE/TS2
    EMPTS1/EMPTS2
    polarize hull or Emergency pwr to weapons 1

    1. Addressed above
    2. Polarize Hull and Hazard Emitters had their global cooldown pulled about 3 months ago.
    3. Reverse Shield Polarity is a very powerful ability in PvP.
    4. There are two primary methods for all cannon builds, 2x APO I with CRF III and CRF I, or the build I suggest in the link above.
    5. Attack Pattern Beta is very good in PvP, despite the fact that tactical team clears the debuff.
    6. Scatter Volley is AoE. AoE is terrible in PvP unless you are under constant torp/mine spam.
    7. Not with that Cutting Beam/Assimilated Module 2 piece bonus. It procs very often with all cannon builds.
    8. Indeed, duty officers can change the tide in battle. Personally, I'd run 2x Shield Distribution officer (shield heal on Brace for impact), 1x Conn Officer (evasive maneuvers cooldown reduction), 2x Special Attack Pattern duty officers (-20% Attack Pattern cooldown rate)
    9. What you are suggesting is a Beam Overload spike build. While viable as a spike damage build, it is no match for the sustained DPS of the build above. Spike builds lose a huge amount of DPS in order to deal 21k one hit attacks every 30 seconds.
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  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited March 2013
    If you are going for an expensive JHAS build, then I would suggest http://skillplanner.stoacademy.com/?build=phoenixbugmod_0

    I stuck with disruptors, as that is the energy type you currently had, though you may wish to switch over to polaron in PvP. [Acc]x3 is the ideal mod, but [Acc]x2 [CritD] isn't a bad combination. With Elite Fleet Shields and a 1.0 shield mod, the bug ship doesn't need a field generator to survive. Also, the Omega Deflector/Engine is far superior to the Borg Deflector/Engine on the JHAS. The Omega Deflector boost damage, the engine boosts speed, and the two piece bonus strips shields with every shot.

    Now, going over to the skill tree, the last three points in Starship Energy Weapon Specialization isn't worth it. The bonus from 6 points to 9 is 0.3% crit chance and 4.8% critical severity for 9000 skill points! These are better invested elsewhere. Starship sensors is a waste of skill points, as it only blocks two science ship abilities, which is already partially countered by the Omega deflector. You will want six points in starship power insulators. 3 points in hull plating, armor reinforcements, and threat control each will give you a higher damage resistance rating than 6 points in hull plating and 6 points in armor reinforcements. If you don't mind the higher threat priority in PvE, then this is ideal. With the extra points, I'd put them into aux performance to boost your base healing from Hazard Emitters and Transfer Shield Strength.

    i really like this one!

    BTW disurptur isn't the only chioce for me, i only picked them because i like the -hull resist proc, and i had two XII purple consoles for it from the fleet doff packs :P
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited March 2013
    and what about the upcoming [acc]x2 [dmg]x2 fleet advanced weapons? should i stick with polaron or pick AP instead?
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • brangel13brangel13 Member Posts: 0 Arc User
    edited March 2013
    If you are going for an expensive JHAS build, then I would suggest http://skillplanner.stoacademy.com/?build=phoenixbugmod_0

    I stuck with disruptors, as that is the energy type you currently had, though you may wish to switch over to polaron in PvP. [Acc]x3 is the ideal mod, but [Acc]x2 [CritD] isn't a bad combination. With Elite Fleet Shields and a 1.0 shield mod, the bug ship doesn't need a field generator to survive. Also, the Omega Deflector/Engine is far superior to the Borg Deflector/Engine on the JHAS. The Omega Deflector boost damage, the engine boosts speed, and the two piece bonus strips shields with every shot.

    Now, going over to the skill tree, the last three points in Starship Energy Weapon Specialization isn't worth it. The bonus from 6 points to 9 is 0.3% crit chance and 4.8% critical severity for 9000 skill points! These are better invested elsewhere. Starship sensors is a waste of skill points, as it only blocks two science ship abilities, which is already partially countered by the Omega deflector. You will want six points in starship power insulators. 3 points in hull plating, armor reinforcements, and threat control each will give you a higher damage resistance rating than 6 points in hull plating and 6 points in armor reinforcements. If you don't mind the higher threat priority in PvE, then this is ideal. With the extra points, I'd put them into aux performance to boost your base healing from Hazard Emitters and Transfer Shield Strength.



    1. Addressed above
    2. Polarize Hull and Hazard Emitters had their global cooldown pulled about 3 months ago.
    3. Reverse Shield Polarity is a very powerful ability in PvP.
    4. There are two primary methods for all cannon builds, 2x APO I with CRF III and CRF I, or the build I suggest in the link above.
    5. Attack Pattern Beta is very good in PvP, despite the fact that tactical team clears the debuff.
    6. Scatter Volley is AoE. AoE is terrible in PvP unless you are under constant torp/mine spam.
    7. Not with that Cutting Beam/Assimilated Module 2 piece bonus. It procs very often with all cannon builds.
    8. Indeed, duty officers can change the tide in battle. Personally, I'd run 2x Shield Distribution officer (shield heal on Brace for impact), 1x Conn Officer (evasive maneuvers cooldown reduction), 2x Special Attack Pattern duty officers (-20% Attack Pattern cooldown rate)
    9. What you are suggesting is a Beam Overload spike build. While viable as a spike damage build, it is no match for the sustained DPS of the build above. Spike builds lose a huge amount of DPS in order to deal 21k one hit attacks every 30 seconds.



    Curious, equipping the Omega Force Space set better than the Jem'Hadar Space Set if your running full DHC Polaron's? Or is the DHC Disruptor Omega Force Set work better as you suggested. Does the Omega Force synergize Disruptors as well as Polarons?

    I as well am looking for a killer PvP build since I just got the Jem'bug a couple days ago.
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited March 2013
    In this very forum is a good guide for setting up escorts for damage as well as specific STF setup info with it.

    http://sto-forum.perfectworld.com/showthread.php?t=295581
  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited March 2013
    xgorillapx wrote: »
    In this very forum is a good guide for setting up escorts for damage as well as specific STF setup info with it.

    http://sto-forum.perfectworld.com/showthread.php?t=295581

    thanks, but i'm quite allright with STF's so far, i want a build what i can use pretty whitout compromises in both PvP and STF.
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • xgorillapxxgorillapx Member Posts: 234 Arc User
    edited March 2013
    You won't find one that works well for both. You will have to compromise for optimal performance in both PvP and PvE. The thread linked isn't specifically for STF's, but for PvE mostly, with information for STF specific setups as well since a lot of people need help in that regard.
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