I'm a tac Nas on my Bartasq on a build thats just like a cruiser but instead of my Lt, com BOS being a eng I have it a tac for the THY 3 and yet I get blown easily. I have plenty of defences to counter this but I keep on thinking is it enough? What my question is can their a way to make this build work or is that Station meant to be for a eng if your toon isn't a engineer?
As a general rule I find that EptS1 with Aux2SIF (emergency power to shield and auxiliary power to structural integrity field) as my ensign and lt eng powers, a tactical team (TT) as an ensign tac skill and Hazard Emitters (HE) coupled with Transfer Shield Strength (TSS) as my ensign and lt sci skills, any ship I fly is pretty good heal wise.
The Bortas'qu is built like a brickhouse so should be pretty solid as long as you keep TT up with EptS1 as much as possible (second copies of these don't hurt) and your other heals should be good as needed. Try to avoid Eng Team and Sci Team as these share a cooldown with Tac Team (possibly the best skill to take at ensign level in the whole game).
If you do need a heal, switch power from weapons and engines to Auxiliary before hitting Aux2SIF or HE as this will boost their heals. I have my power settings set up to do this at a click of a button, to save time in combat.
Hope this helps.
PS, I flew the Free Odyssey for ages with similar build, so it worked for me. Good luck.
"...we are far more united and have far more in common with each other than the things that divide us.”
Jo Cox 22.6.1974 - 16.6.2016
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I, like Mimey, use the Lt Cmdr slot for Tactical, using APO and Rapid Fire to boost my DHCs and defence. I used Doffs to reduce my EPtS 3 to its global cooldown, essentially giving me two copies of it. This gives me decent survivability, if you have those doffs then almost any weapons set-up will do fine and survive.
To give any specific advice, i would need more information.
I used to try to be a heal boat in a Bortie with my Tac for fun.
Design a high-proc build with the procs like power drain, subsystem shutdown, plasma, etc and play the annoying target to support other KDF in Ker'rat.
I sucked at it but it was fun to slide in with a TB on the target, unload the proccing with a side of BO's for fun, extend a shield to the KDF who needed it and just harden up the defenses. Maybe throw some EWP or Thetacloud for fun or a BTSSx attack.
You want win any DPS awards but it can be fun. Useless for Arena but fun.
I would prefer to do it with a Science for the Timed SNB but my science is not up to spec yet, havnt played him as often as I should.
First of all thank you for your time. Second interesting build ideas and third my Boff is: (this is how I best to remember) Lt, Com Uni (tac) BO1, TFS2, and THY3. Ens Uni (Eng) EptW. Lt tac TT1, APB1.
Com Eng EptS1, ET2, SP2 and BP3. Lt Sci PH1, ST2. That's my BO layout. My Doff is: tac PWO (reduce recharge time for torps). eng technion (Recharge time for bo abilities reduced), DCE (chance to reduce recharge time for EPtSubS abilities).
Console build is:
Engineering: BoP escort, EPSFR Mk XI (very rare), Neu Alloy Mk XI (uncom) and RCS Mk XI (rare).
Science: Borg.
Tactical: Dis Autocan, Antiproton mag XI (uncom and have been trying to get it to plasma so it works with ExperRomPlasBeamArray), ZPQ Mk XI (rare and after borg and romulan torps), ZPEC and SubSnare.
hope this helps and big thank you's once again for this help.
First of all thank you for your time. Second interesting build ideas and third my Boff is:
Lt, Com Uni (tac) BO1, TFS2, and THY3.
Ens Uni (Eng) EptW.
Lt tac TT1, APB1.
Com Eng EptS1, ET2, SP2 and BP3.
Lt Sci PH1, ST2. That's my BO layout.
My Doff is: tac PWO (reduce recharge time for torps). eng technion (Recharge time for bo abilities reduced), DCE (chance to reduce recharge time for EPtSubS abilities).
Console build is:
Engineering: BoP escort, EPSFR Mk XI (very rare), Neu Alloy Mk XI (uncom) and RCS Mk XI (rare).
Science: Borg.
Tactical: Dis Autocan, Antiproton mag XI (uncom and have been trying to get it to plasma so it works with ExperRomPlasBeamArray), ZPQ Mk XI (rare and after borg and romulan torps), ZPEC and SubSnare.
hope this helps and big thank you's once again for this help.
Alright...let's see here...
Well, to begin, you didn't talk about your weapon set up or your shield/deflector/engine combo, or even your devices that you use. But I'm guessing it involves at least one beam or DBB, along with at least one torp, possibly the cutting beam, and plasma and/or antiproton weapons.
That said, I can't really give much on your choices on that since I don't know what they are exactly.
Anywho...
BOFF layout (my recommendation):
Cmdr Engineer: EPTS 1, RSP 1, Abillity of your choice, and Aux to SIF 3.
Lt. Cmdr Uni (as a tac): TT 1, anything, APO 1.
Lt Tac: Fine as is if you want to keep it.
Lt. Sci: TSS 1 and HE 2, or switch the two around so it's HE 1 and TSS 2.
Ensign uni: Your EPTW is fine as-is, though I like a tractor beam as well sometimes.
That set-up, aside from the 'blank spaces' will give you a good amount of heals, including 3 you can give to other people, along with a TT rotation going and so on. APO will give you immunity to a variety of nasty things, meaning you won't need the PH quite as much.
On the tac abilities, again, don't know your weapons loadout, so I can't give too much because of that.
DOFFs: Take off all 5 of those. The Technician is doing you NO good, because that only takes affect when you use the ability 'Aux to Battery', and I really don't recommend an A2B build if you are using the Lt. Cmdr as a tac. The DCE is junk, it is nice when it procs, but it won't ever reduce past global cooldown on a specific EPT ability (30 seconds), or shared cooldown between two different ones (15 seconds). The torp DOFFs aren't gonna be a massive help, especially if you are using the Omega torpedo; even on another torpedo, you need other DOFFs in those spaces.
Other good DOFFs I recommend:
Attack Pattern DOFFs (VERY EXPENSIVE): These are highly useful because they will reduce the cooldowns on your attack patterns of Beta and Omega.
TT DOFFs (fairly expensive): You'll want at least rare quality in these. But these will reduce the cooldown (you only really need 2) to global cooldown, meaning you can run with only a single copy of TT, and thus use another ability.
Shield Distribution Officers (can potentially be free): When you hit Brace for Impact, these DOFFs can potentially proc, providing a large shield heal to all four facings. You can equip up to 3 of these.
Beam OR Cannon DOFFs (varied in price): Don't get the Subsystem target DOFFs, but ones that reduce the cooldown on either beam (FAW and BO), or cannon (CRF and CSV) abilities. Very useful to run only one copy of an ability. Rare quality works well, along with one or two copies of the DOFF.
And there's probably plenty I'm not thinking about on top of those.
Consoles:
Tac consoles: 5 of whatever energy type you are running, or 4 energy and 1 torp if you really want it. NO universal consoles in here. That is majorly hurting your damage output.
Also, if you want to run a non-disruptor energy type as your main type, that's ok and your option, but don't waste a space with the Autocannon because that's gonna be more of a hindrance than anything because of it.
Engineering: Autocannon (only if you use it with disruptor consoles), Romulan OR Borg console (not both, too many console slots for both), drop the RCS it is barely helping you at all. You also might look at the following: Subspace Jump. That console is great for this ship, because it teleports you so you are facing your front to your target, which is awesome for torps, cannons, and DBBs.
Also, plasmonic leech is useful on this ship (particularly so if you are willing to spec into Flow Caps). Not because of the drain on others, but because of the bonus power, which is extremely useful when dealing with up to 8 energy weapons; plus all the free power to the other 3 systems means more shield resist/regen, better and faster movement, and stronger aux-based powers. Using Plasmonic on my own Bortas allows me to keep at least 70 power across the board 90% of the time.
For any free engineering slots, put a neutronium in.
Sci: Nearly anything is ok, though I like a Field Generator.
Devices: One stack of each normal battery is my 'standard' cruiser choice, though adding in the RMC if you have it, and the Subspace Field Modulator is always good. At the very least, weapon batteries are a good thing on this ship.
Now, for consoles you want to maximize the greatest strength the Bortas has: Raw damage potential. Even with single cannons it can be an absolute beast, but you have to be willing to play to that.
Adding in all those mixtures of consoles and all those universal consoles really won't help you very much in the end. I like the Bortas set, and stuff like the Borg set, but you have to make a choice of what you want the most, you can't have everything.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I think the single most useful skill I have found for the Bortas has been Aux2Bat. It requires some finesse learning when to use it(having no aux will completely neuter your active heals) but it allows you to remain fairly tanky(higher shield power) while still running full power in weapons.. and get a small boost to the engines at the same time.
Otherwise, I would say don't be afraid of hull damage with the Bortas. The single science console slot means your shields are simply not going to be as beefy. Obviously, try to keep shields going as much as possible with the usual suspects, but Aux2SiF, Hazard Emitters, and some plating will keep you in the fight for a long, long time. The only way you're going to shield tank with the ship is if you completely neuter your damage.. and if you're doing that, then why are you using it?
I do have some ideas for a tanky torpedo build for the ship, but that single science slot is still quite a disadvantage(for non-science ships, ironically enough).
First of all thank you for your time. Second interesting build ideas and third my Boff is: (this is how I best to remember) Lt, Com Uni (tac) BO1, TFS2, and THY3. Ens Uni (Eng) EptW. Lt tac TT1, APB1.
Com Eng EptS1, ET2, SP2 and BP3. Lt Sci PH1, ST2. That's my BO layout. My Doff is: tac PWO (reduce recharge time for torps). eng technion (Recharge time for bo abilities reduced), DCE (chance to reduce recharge time for EPtSubS abilities).
Console build is:
Engineering: BoP escort, EPSFR Mk XI (very rare), Neu Alloy Mk XI (uncom) and RCS Mk XI (rare).
Science: Borg.
Tactical: Dis Autocan, Antiproton mag XI (uncom and have been trying to get it to plasma so it works with ExperRomPlasBeamArray), ZPQ Mk XI (rare and after borg and romulan torps), ZPEC and SubSnare.
hope this helps and big thank you's once again for this help.
Hmmm... i can see a few things that are no doubt reducing your DPS. First of all, I recommend two Tac teams, easily achievable with the 5 tactical slots you have available, If you're using beams, i'd recommend a fire at will rather than Beam Overload, as power drain can be an issues on ships with 8 weapons slots. Though i run it as almost a siege weapon using DHCs.
Consoles, a bit of advice, an RCS isn't much good on a ship, it is a percentage increase. Flow Regulators won't help your weapon power levels, only how fast one system transfers to another, so unless you're swapping power setting a lot, it's not really needed. Therefore, i'd place all 3 Bortasqu' consoles in engineering. 5 Tac consoles of the same energy type is good too, despite what the number on the console is, i know that 5 tac mk xi blue consoles can boost your damage by 32% because i did the maths once, each console gives about 6% (on average). And if you're equipping the autocannon, using anything but disruptors is making it a waste of a slot. Consoles boost the Autocannons dps.
Doffs, i'd recommend getting an eng to train EPtS3 and getting 3 DCEs
, this essentially gives you a possible 4 emergency power abilities out of 2.
Boff abilities:
I'd recommend a change from ST to TSS, the PH to HE, THY3 to APO1, APB to THY 2.
If you run two tac teams, then eng team and sci team are wasted in sustained battle, keeping shield facing up using resists is more effective than just bringing them back up all the time. Therefore i'd also recommend an AuxtoSIF3 (available on the exchange)
Need any more help, feel free to mail me in-game Tal'Ani@benda2293.
I think the single most useful skill I have found for the Bortas has been Aux2Bat. It requires some finesse learning when to use it(having no aux will completely neuter your active heals) but it allows you to remain fairly tanky(higher shield power) while still running full power in weapons.. and get a small boost to the engines at the same time.
Otherwise, I would say don't be afraid of hull damage with the Bortas. The single science console slot means your shields are simply not going to be as beefy. Obviously, try to keep shields going as much as possible with the usual suspects, but Aux2SiF, Hazard Emitters, and some plating will keep you in the fight for a long, long time. The only way you're going to shield tank with the ship is if you completely neuter your damage.. and if you're doing that, then why are you using it?
I do have some ideas for a tanky torpedo build for the ship, but that single science slot is still quite a disadvantage(for non-science ships, ironically enough).
While a hull tanking set-up is quite effective due to the Bortasqu's inherently high hull, with just 2 shield powers you can hold the shields up nicely, if you use a resilient shield. And that is possible while still having very high amounts of DPS.
If you're going to use the Bortasqu' gear EVERYTHING POSSIBLE towards disruptor damage, or you're nerfing the main cannon ability it has.
If you tried you would have a difficult time failing more.
Ignore this guy. Quads are TRIBBLE, DCs are inferior to DHC, beam arrays, not banks go in the back (he doesn't have basic vocabulary down), and mixing beams and cannons is foolish.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
If you tried you would have a difficult time failing more.
Ignore this guy. Quads are TRIBBLE, DCs are inferior to DHC, beam arrays, not banks go in the back (he doesn't have basic vocabulary down), and mixing beams and cannons is foolish.
My weapon build is all currently antiproton beams (four) with a dual beam, two quantums and a borg cutting beam but hope to switch to plasma to try to work with the exper rom beam array.
My ship is running on Honor guard Mk XII ship combo but may sometimes switch to Borg Mk XI equipment..
I don't really use devices but I do use the one from the devidion series.
My weapon build is all currently antiproton beams (four) with a dual beam, two quantums and a borg cutting beam but hope to switch to plasma to try to work with the exper rom beam array.
My ship is running on Honor guard Mk XII ship combo but may sometimes switch to Borg Mk XI equipment..
I don't really use devices but I do use the one from the devidion series.
KHG set rocks with this ship, especially if you're using any torpedoes.
I've seen people have great success using the Bortasqu' as a beam boat, but IMO it's trickier to set up right than a cannon build and you really need to be using 6-8 beam arrays to maximize your broadside firepower.
Either way you go, the key to getting this beast to behave (and I cannot stress this enough) is spamming the hell out Auxiliary to Inertial Dampeners, Attack Pattern Omega 1 (LCdr. Tac ability) and Evasive Maneuvers. Using one of each of the conn officers that reduce cooldowns to attack patterns and EM is extremely helpful. With those three powers and judicious use of the throttle you can make the big bad Bortasqu' dance a ballet.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
KHG set rocks with this ship, especially if you're using any torpedoes.
I've seen people have great success using the Bortasqu' as a beam boat, but IMO it's trickier to set up right than a cannon build and you really need to be using 6-8 beam arrays to maximize your broadside firepower.
Either way you go, the key to getting this beast to behave (and I cannot stress this enough) is spamming the hell out Auxiliary to Inertial Dampeners, Attack Pattern Omega 1 (LCdr. Tac ability) and Evasive Maneuvers. Using one of each of the conn officers that reduce cooldowns to attack patterns and EM is extremely helpful. With those three powers and judicious use of the throttle you can make the big bad Bortasqu' dance a ballet.
You'd be surprised how good Subspace snare and Jump and how much easier they make your life. Especiallys ince they don't share cool downs.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Actually they do. Using either Subspace Jump or Subspace Snare puts the other on a 30 second GCD.
Which makes sense all things considered.
Ummmm...... No they don't.................. I have both, and use both on my Bort, they don't share cool downs at all, I've even used them back to back without issues.
And Ricky, two clickies is more than enough, if you only you actually knew how to play with this ship.
Ummmm...... No they don't.................. I have both, and use both on my Bort, they don't share cool downs at all, I've even used them back to back without issues.
And Ricky, two clickies is more than enough, if you only you actually knew how to play with this ship.
Considering the number of things you've been wrong about (Orion hangars being usable on other carriers, boff layout on the Bort, Aux2Batt adding power to aux, and lots of other stuff you won't even cop to) I'm going to believe mimey on this one. But I'll double check that you're wrong in game tonight.
So by your own admission it relies on to clicky powers with long cds. Awesome. One of which potentially removes the target from your team's firing arc. Go team.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Considering the number of things you've been wrong about (Orion hangars being usable on other carriers, boff layout on the Bort, Aux2Batt adding power to aux, and lots of other stuff you won't even cop to) I'm going to believe mimey on this one. But I'll double check that you're wrong in game tonight.
So by your own admission it relies on to clicky powers with long cds. Awesome. One of which potentially removes the target from your team's firing arc. Go team.
Don't need your team to engage the target if you've already dealt the killing blow.
And so far, I still can't put my orion interceptors on my dread.
I've tried hooking them up to my Vo'Quv, Dread, and Heavy Escort Carrier (Jem), and niether of them will take Marauding Force, nor the Interceptors. My boxes turn red when I try to, and when I drag them over, they will not attach.
Given that you were either lying or incompetent about the other two it's hard to believe you now.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Ummmm...... No they don't.................. I have both, and use both on my Bort, they don't share cool downs at all, I've even used them back to back without issues.
And Ricky, two clickies is more than enough, if you only you actually knew how to play with this ship.
Yes they do. Unless something changed that I don't know about, they do.
Though why would you want to use them back to back? That would be rather pointless. One moves you into position to shoot, the other moves your enemy. Besides, it makes sense they'd share cooldowns since they both start with 'Subspace' in their names.
Considering the number of things you've been wrong about (Orion hangars being usable on other carriers, boff layout on the Bort, Aux2Batt adding power to aux, and lots of other stuff you won't even cop to) I'm going to believe mimey on this one. But I'll double check that you're wrong in game tonight.
So by your own admission it relies on to clicky powers with long cds. Awesome. One of which potentially removes the target from your team's firing arc. Go team.
Thank you.
I used to use the full set on my Bortas, but once I realized that Snare wasn't really needed or useful, I took it off. And by extension my Hoh'sus console as well.
Jump is far more reliable. Sure it has a long CD, but it isn't hurting the team compared to when you 'borrow' a ship with Snare, but Snare also takes forever to work and doesn't really help in PvE or PvP.
Plus in PvP terms, Snare has 3 BOFF powers that give immunity to it, 3 very common powers: PH, RSP, APO. Which means a good portion of the time, it'll be pointless to use it.
And in PvE, nearly everything is so slow that it really doesn't matter, particularly in end-game stuff. The things that are fast enough to get out of your turn are so weak that it really doesn't matter anyways.
My point being that I really don't use Snare anymore, while it's a fun toy sometimes to mess with people (See: Teleporting half-dead ships into exploding Cubes in Ker'rat), it's really not that useful in the long term.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I can't copy and paste Tech Supports replies on the Orion ships, (because it's against TOS of the forums) but per them, it's working correctly for me to NOT be able to equip Orion Marauders, Interceptors, etc. on my non-Orion ships. I'd have no issues copy and pasting the convo, but I can't without violating forum rules.
AS far as Jump and Snare, no, they do not have a shared cool down. It is a waste to use them back to back, however, you can use them back to back.
I've yet to have a target survive much of an decloak alpha, except for an Oddyssey that had insane shield buffs Or a particular Galaxy (Andrew) but those ships took 9 Klinks to take down. (They had horrible DPS, but God did they take some damage) [Andrew]
But to answer the question, game doesn't let me equip any orions outside of slavers to my carriers. Unless you count tachyon drones.
Comments
The Bortas'qu is built like a brickhouse so should be pretty solid as long as you keep TT up with EptS1 as much as possible (second copies of these don't hurt) and your other heals should be good as needed. Try to avoid Eng Team and Sci Team as these share a cooldown with Tac Team (possibly the best skill to take at ensign level in the whole game).
If you do need a heal, switch power from weapons and engines to Auxiliary before hitting Aux2SIF or HE as this will boost their heals. I have my power settings set up to do this at a click of a button, to save time in combat.
Hope this helps.
PS, I flew the Free Odyssey for ages with similar build, so it worked for me. Good luck.
Jo Cox 22.6.1974 - 16.6.2016
But what are you dying to? What is your BOFF set up? DOFF set up? Equipment? Etc?
Kinda need to know more first before I start saying anything.
To give any specific advice, i would need more information.
Design a high-proc build with the procs like power drain, subsystem shutdown, plasma, etc and play the annoying target to support other KDF in Ker'rat.
I sucked at it but it was fun to slide in with a TB on the target, unload the proccing with a side of BO's for fun, extend a shield to the KDF who needed it and just harden up the defenses. Maybe throw some EWP or Thetacloud for fun or a BTSSx attack.
You want win any DPS awards but it can be fun. Useless for Arena but fun.
I would prefer to do it with a Science for the Timed SNB but my science is not up to spec yet, havnt played him as often as I should.
R.I.P
Com Eng EptS1, ET2, SP2 and BP3. Lt Sci PH1, ST2. That's my BO layout. My Doff is: tac PWO (reduce recharge time for torps). eng technion (Recharge time for bo abilities reduced), DCE (chance to reduce recharge time for EPtSubS abilities).
Console build is:
Engineering: BoP escort, EPSFR Mk XI (very rare), Neu Alloy Mk XI (uncom) and RCS Mk XI (rare).
Science: Borg.
Tactical: Dis Autocan, Antiproton mag XI (uncom and have been trying to get it to plasma so it works with ExperRomPlasBeamArray), ZPQ Mk XI (rare and after borg and romulan torps), ZPEC and SubSnare.
hope this helps and big thank you's once again for this help.
Alright...let's see here...
Well, to begin, you didn't talk about your weapon set up or your shield/deflector/engine combo, or even your devices that you use. But I'm guessing it involves at least one beam or DBB, along with at least one torp, possibly the cutting beam, and plasma and/or antiproton weapons.
That said, I can't really give much on your choices on that since I don't know what they are exactly.
Anywho...
BOFF layout (my recommendation):
Cmdr Engineer: EPTS 1, RSP 1, Abillity of your choice, and Aux to SIF 3.
Lt. Cmdr Uni (as a tac): TT 1, anything, APO 1.
Lt Tac: Fine as is if you want to keep it.
Lt. Sci: TSS 1 and HE 2, or switch the two around so it's HE 1 and TSS 2.
Ensign uni: Your EPTW is fine as-is, though I like a tractor beam as well sometimes.
That set-up, aside from the 'blank spaces' will give you a good amount of heals, including 3 you can give to other people, along with a TT rotation going and so on. APO will give you immunity to a variety of nasty things, meaning you won't need the PH quite as much.
On the tac abilities, again, don't know your weapons loadout, so I can't give too much because of that.
DOFFs: Take off all 5 of those. The Technician is doing you NO good, because that only takes affect when you use the ability 'Aux to Battery', and I really don't recommend an A2B build if you are using the Lt. Cmdr as a tac. The DCE is junk, it is nice when it procs, but it won't ever reduce past global cooldown on a specific EPT ability (30 seconds), or shared cooldown between two different ones (15 seconds). The torp DOFFs aren't gonna be a massive help, especially if you are using the Omega torpedo; even on another torpedo, you need other DOFFs in those spaces.
Other good DOFFs I recommend:
Attack Pattern DOFFs (VERY EXPENSIVE): These are highly useful because they will reduce the cooldowns on your attack patterns of Beta and Omega.
TT DOFFs (fairly expensive): You'll want at least rare quality in these. But these will reduce the cooldown (you only really need 2) to global cooldown, meaning you can run with only a single copy of TT, and thus use another ability.
Shield Distribution Officers (can potentially be free): When you hit Brace for Impact, these DOFFs can potentially proc, providing a large shield heal to all four facings. You can equip up to 3 of these.
Beam OR Cannon DOFFs (varied in price): Don't get the Subsystem target DOFFs, but ones that reduce the cooldown on either beam (FAW and BO), or cannon (CRF and CSV) abilities. Very useful to run only one copy of an ability. Rare quality works well, along with one or two copies of the DOFF.
And there's probably plenty I'm not thinking about on top of those.
Consoles:
Tac consoles: 5 of whatever energy type you are running, or 4 energy and 1 torp if you really want it. NO universal consoles in here. That is majorly hurting your damage output.
Also, if you want to run a non-disruptor energy type as your main type, that's ok and your option, but don't waste a space with the Autocannon because that's gonna be more of a hindrance than anything because of it.
Engineering: Autocannon (only if you use it with disruptor consoles), Romulan OR Borg console (not both, too many console slots for both), drop the RCS it is barely helping you at all. You also might look at the following: Subspace Jump. That console is great for this ship, because it teleports you so you are facing your front to your target, which is awesome for torps, cannons, and DBBs.
Also, plasmonic leech is useful on this ship (particularly so if you are willing to spec into Flow Caps). Not because of the drain on others, but because of the bonus power, which is extremely useful when dealing with up to 8 energy weapons; plus all the free power to the other 3 systems means more shield resist/regen, better and faster movement, and stronger aux-based powers. Using Plasmonic on my own Bortas allows me to keep at least 70 power across the board 90% of the time.
For any free engineering slots, put a neutronium in.
Sci: Nearly anything is ok, though I like a Field Generator.
Devices: One stack of each normal battery is my 'standard' cruiser choice, though adding in the RMC if you have it, and the Subspace Field Modulator is always good. At the very least, weapon batteries are a good thing on this ship.
Now, for consoles you want to maximize the greatest strength the Bortas has: Raw damage potential. Even with single cannons it can be an absolute beast, but you have to be willing to play to that.
Adding in all those mixtures of consoles and all those universal consoles really won't help you very much in the end. I like the Bortas set, and stuff like the Borg set, but you have to make a choice of what you want the most, you can't have everything.
Anyways, that's all I have for now.
Otherwise, I would say don't be afraid of hull damage with the Bortas. The single science console slot means your shields are simply not going to be as beefy. Obviously, try to keep shields going as much as possible with the usual suspects, but Aux2SiF, Hazard Emitters, and some plating will keep you in the fight for a long, long time. The only way you're going to shield tank with the ship is if you completely neuter your damage.. and if you're doing that, then why are you using it?
I do have some ideas for a tanky torpedo build for the ship, but that single science slot is still quite a disadvantage(for non-science ships, ironically enough).
Hmmm... i can see a few things that are no doubt reducing your DPS. First of all, I recommend two Tac teams, easily achievable with the 5 tactical slots you have available, If you're using beams, i'd recommend a fire at will rather than Beam Overload, as power drain can be an issues on ships with 8 weapons slots. Though i run it as almost a siege weapon using DHCs.
Consoles, a bit of advice, an RCS isn't much good on a ship, it is a percentage increase. Flow Regulators won't help your weapon power levels, only how fast one system transfers to another, so unless you're swapping power setting a lot, it's not really needed. Therefore, i'd place all 3 Bortasqu' consoles in engineering. 5 Tac consoles of the same energy type is good too, despite what the number on the console is, i know that 5 tac mk xi blue consoles can boost your damage by 32% because i did the maths once, each console gives about 6% (on average). And if you're equipping the autocannon, using anything but disruptors is making it a waste of a slot. Consoles boost the Autocannons dps.
Doffs, i'd recommend getting an eng to train EPtS3 and getting 3 DCEs
, this essentially gives you a possible 4 emergency power abilities out of 2.
Boff abilities:
I'd recommend a change from ST to TSS, the PH to HE, THY3 to APO1, APB to THY 2.
If you run two tac teams, then eng team and sci team are wasted in sustained battle, keeping shield facing up using resists is more effective than just bringing them back up all the time. Therefore i'd also recommend an AuxtoSIF3 (available on the exchange)
Need any more help, feel free to mail me in-game Tal'Ani@benda2293.
While a hull tanking set-up is quite effective due to the Bortasqu's inherently high hull, with just 2 shield powers you can hold the shields up nicely, if you use a resilient shield. And that is possible while still having very high amounts of DPS.
2 disruptor beam banks, 1 tricobalt mine launcher, 1 Kinetic cutting beam.
If you're going to use the Bortasqu' gear EVERYTHING POSSIBLE towards disruptor damage, or you're nerfing the main cannon ability it has.
Ignore this guy. Quads are TRIBBLE, DCs are inferior to DHC, beam arrays, not banks go in the back (he doesn't have basic vocabulary down), and mixing beams and cannons is foolish.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Trolls gonna troll :rolleyes:
My ship is running on Honor guard Mk XII ship combo but may sometimes switch to Borg Mk XI equipment..
I don't really use devices but I do use the one from the devidion series.
KHG set rocks with this ship, especially if you're using any torpedoes.
I've seen people have great success using the Bortasqu' as a beam boat, but IMO it's trickier to set up right than a cannon build and you really need to be using 6-8 beam arrays to maximize your broadside firepower.
Either way you go, the key to getting this beast to behave (and I cannot stress this enough) is spamming the hell out Auxiliary to Inertial Dampeners, Attack Pattern Omega 1 (LCdr. Tac ability) and Evasive Maneuvers. Using one of each of the conn officers that reduce cooldowns to attack patterns and EM is extremely helpful. With those three powers and judicious use of the throttle you can make the big bad Bortasqu' dance a ballet.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
You'd be surprised how good Subspace snare and Jump and how much easier they make your life. Especiallys ince they don't share cool downs.
Yes, because a build which has its effectiveness tied to two clickies with long timers is awesome.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Actually they do. Using either Subspace Jump or Subspace Snare puts the other on a 30 second GCD.
Which makes sense all things considered.
Ummmm...... No they don't.................. I have both, and use both on my Bort, they don't share cool downs at all, I've even used them back to back without issues.
And Ricky, two clickies is more than enough, if you only you actually knew how to play with this ship.
Considering the number of things you've been wrong about (Orion hangars being usable on other carriers, boff layout on the Bort, Aux2Batt adding power to aux, and lots of other stuff you won't even cop to) I'm going to believe mimey on this one. But I'll double check that you're wrong in game tonight.
So by your own admission it relies on to clicky powers with long cds. Awesome. One of which potentially removes the target from your team's firing arc. Go team.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Don't need your team to engage the target if you've already dealt the killing blow.
And so far, I still can't put my orion interceptors on my dread.
Per Tech Support, it's working as intended.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Incase you're mentally deficient, I have both ships. :rolleyes:
And my Dread, VQ, etc. will NOT mount Orion ships outside of the Slavers, well unless you count Tachyon Drones among them.
Per tech Support, it's working correctly.
And yet: It's times like these when you must regret destroying your own credibility.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Yes they do. Unless something changed that I don't know about, they do.
Though why would you want to use them back to back? That would be rather pointless. One moves you into position to shoot, the other moves your enemy. Besides, it makes sense they'd share cooldowns since they both start with 'Subspace' in their names.
Thank you.
I used to use the full set on my Bortas, but once I realized that Snare wasn't really needed or useful, I took it off. And by extension my Hoh'sus console as well.
Jump is far more reliable. Sure it has a long CD, but it isn't hurting the team compared to when you 'borrow' a ship with Snare, but Snare also takes forever to work and doesn't really help in PvE or PvP.
Plus in PvP terms, Snare has 3 BOFF powers that give immunity to it, 3 very common powers: PH, RSP, APO. Which means a good portion of the time, it'll be pointless to use it.
And in PvE, nearly everything is so slow that it really doesn't matter, particularly in end-game stuff. The things that are fast enough to get out of your turn are so weak that it really doesn't matter anyways.
My point being that I really don't use Snare anymore, while it's a fun toy sometimes to mess with people (See: Teleporting half-dead ships into exploding Cubes in Ker'rat), it's really not that useful in the long term.
(But they do share cooldowns, of that I am sure)
AS far as Jump and Snare, no, they do not have a shared cool down. It is a waste to use them back to back, however, you can use them back to back.
I've yet to have a target survive much of an decloak alpha, except for an Oddyssey that had insane shield buffs
But to answer the question, game doesn't let me equip any orions outside of slavers to my carriers. Unless you count tachyon drones.
And snare and jump are not on the same cool down.