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JHHEC in pvp

dontphasemedontphaseme Member Posts: 0 Arc User
edited May 2013 in PvP Gameplay
I see very few JHHECs in PVP. Does anyone run this and what is your boff/gear layout (particularly KDF side)?
Post edited by dontphaseme on

Comments

  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    i have a jhec and it works nice with aux2bat build but its meh compared to other ships you can get.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited May 2013
    I see a few people make it work good with an aux2bat build, but that drains your aux so kind of defeats the purpose of being in a carrier if you can't relaunch pets fast. Problem with this ship is its boff layout is horrible if you don't do an aux2bat build with it. It doesn't have much tac stations and if you use the Lt uni as tac you only get ensign sci. With aux2bat build you don't need to use the Lt uni as tac, you an use it has sci instead and have all of your abilities at global CD so you only need the Cmdr tac. Vet ship can do the same layout and is better for this build if you have it since you aren't letting a hangar mostly go to waste.
    Tala -KDF Tac- House of Beautiful Orions
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited May 2013
    I haven't use mine in awhile, have a build w/dual aux2batt. Not sure what KDF people are complaining about w/aux power plas leech and warp core eng doff more than make up for that not to mention batteries and or ep2a. Or there's Ricky's flavor of aux bat w/cooldown batt doff (think I've seen Ricky post about it before so assume I'm not giving anything away). For pets Orion interceptors will annoy people w/their debuffs and have nice cooldown.

    I can't remember exactly what the build was, but iirc I used the commander tac w/as many eng stations as the ship would like me fit. It let me run dual aux2battw/rsp, et, ep2a, ep2s and ewp irrc. That jem console is OP especially in groups (not to mention when boosted w/the other jem console).
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  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited May 2013
    Its too slow.

    Lately I've been hitting the queues out of boredom and I've noticed the most successful groups consist of Scis in high end ships (carriers, temporal sci ships, Vestas) and a pair of ultra high turning DPS machines, in particular Bugs and BoPs.

    In light of that a ship like the JHHEC doesn't really fit in. Heck, most ships don't. Still, nothing keeping anyone from queuing up with a JHHEC and see if they get a good match against a non optimal team. Such matches are very rare but can be a lot of fun.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    I was disappointed to find that the JHEC doesn't sport the +10% Escort Bonus Defense that the HEC does. While it sports the Cmdr Tac, it's really more along the lines of a Hybrid Tactical Light Flight Deck Cruiser Carrier sort of thing than a HEC in many regards. Just look at the stats between the JHEC and HEC...

    ...it's fun in PvE - pretty nifty in PvE, actually. In PvP, for me personally, it's just felt somewhat out of place...caught between two things, doing neither as well as the other two would.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited May 2013
    I was disappointed to find that the JHEC doesn't sport the +10% Escort Bonus Defense that the HEC does. While it sports the Cmdr Tac, it's really more along the lines of a Hybrid Tactical Light Flight Deck Cruiser Carrier sort of thing than a HEC in many regards. Just look at the stats between the JHEC and HEC...

    ...it's fun in PvE - pretty nifty in PvE, actually. In PvP, for me personally, it's just felt somewhat out of place...caught between two things, doing neither as well as the other two would.

    Maybe it's a decent candidate for KDG engines for their Aux-boost alongside doubled up Aux2ID 1's? With the upcoming changes to Turn Rate and EPtE, maybe it'll handle sportier enough to not feel so off.

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    That was another thing that felt off - had to run higher Engine Power to get the same speed/turn as on another ship with identical stats, gear, and even skill build. Kind of made me think about the Galaxy...it's stats say one thing, but it sure flies worse than the stats suggest. I had that problem with the Chel Grett until it was recently (and silently) adjusted.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited May 2013
    That was another thing that felt off - had to run higher Engine Power to get the same speed/turn as on another ship with identical stats, gear, and even skill build. Kind of made me think about the Galaxy...it's stats say one thing, but it sure flies worse than the stats suggest. I had that problem with the Chel Grett until it was recently (and silently) adjusted.

    That's just perception. If you would fly the galaxy for a longer period of time, it wouldn't be that bad.
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  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited May 2013
    That was another thing that felt off - had to run higher Engine Power to get the same speed/turn as on another ship with identical stats, gear, and even skill build. Kind of made me think about the Galaxy...it's stats say one thing, but it sure flies worse than the stats suggest. I had that problem with the Chel Grett until it was recently (and silently) adjusted.

    When did you notice this? I've felt a bit sluggish in mine flying around today, after having not flown it since the Crystalline event ended. Though, I had a terrible time with UI lag, so I just blamed lag in general. Now I'm worried about a stealth/accidental nerf (accident would likely put it down to the original base turn of 12).

    Edit: as far as perception, I've been flying a Kar'fi a lot of late, the JHHEC should be a breath of fresh air.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited May 2013
    I was going to link my Jem HEC, but I realized it's changed, so I used the opportunity to ramble.

    http://sto-forum.perfectworld.com/showpost.php?p=9724071&postcount=42
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited May 2013
    I was disappointed to find that the JHEC doesn't sport the +10% Escort Bonus Defense that the HEC does.

    I fly this without Elusive captain and find what you describe above to generally be a non issue.

    You can also grab +10% bonus from the recall DOFF if you really need it.
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited May 2013
    but its meh compared to other ships you can get.

    Well from reading this most of these guys haven't figured out how to use it so it is the best ship in the game. With this ship I can solo Zombie Cruisers aka super tanks that usually takes 2-5 people to take down. I've popped quite a few of these cruisers and its funny to see their reaction to it. Example :eek: and me :cool: They are in utter disbelief to meet a ship that can beat them 1 on 1 when they have never ever been beaten with less than 2 people before.

    This ship is so strong when built right, but most people it seems don't know how to use it. I practiced with a ton of matches against spacefortress, and found a build with multiple modes (different abilities/consoles) that can pop any cruiser 1v1.

    My friend has a bug ship and we both tried to 1v1 this recluse zombie cruiser. He wasn't able to pop him, but I can after refining my build against spacefortress over dozens of matches. Sure there is still likely that there is a zombie cruiser that I may not be able to beat, but I haven't met them yet.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited May 2013
    Well from reading this most of these guys haven't figured out how to use it so it is the best ship in the game. With this ship I can solo Zombie Cruisers aka super tanks that usually takes 2-5 people to take down. I've popped quite a few of these cruisers and its funny to see their reaction to it. Example :eek: and me :cool: They are in utter disbelief to meet a ship that can beat them 1 on 1 when they have never ever been beaten with less than 2 people before.

    This ship is so strong when built right, but most people it seems don't know how to use it. I practiced with a ton of matches against spacefortress, and found a build with multiple modes (different abilities/consoles) that can pop any cruiser 1v1.

    My friend has a bug ship and we both tried to 1v1 this recluse zombie cruiser. He wasn't able to pop him, but I can after refining my build against spacefortress over dozens of matches. Sure there is still likely that there is a zombie cruiser that I may not be able to beat, but I haven't met them yet.
    Would you care to join the rest of us here in the meta and provide your build? Cause that's kind of how things work around here. Gear, boffs, doffs, and how/when/why you apply them.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited May 2013
    provide your build

    Yep here it is:

    Here is 1v1 zombie cruiser popper:

    Boffs are one superior romulan operative for the tac with 4 human kdf boffs

    Comannder tac: tac team 1, beam overload 2, cannon rapid fire 2, omega 3;
    Lt Com Eng: emergency power to shields 1, aux 2 bat 1, eject warp plasma 1;
    lt Eng: ept weapons 1, aux 2 bat1,
    Lt Uni: eng team, dem 1;
    Ensign Sci: hazard emitters 1

    Doffs: 1 dem doff, one matter antimatter spec with ewp engine disable, 3 purple techs.
    Fore weapons: 3 elite fleet disruptor dhcs with accx2 dmg; 1 dual disruptor beam bank accx3

    Deflector: OMega mk 12 deflector
    Engine: omega mk 12 engine
    Shield: maco mk 12 or elite fleet shield

    Aft weapons: 3 elite fleet disruptor turrets with accx2 dmg

    Devices: [Red Matter Capacitor][Battery - Weapons and Auxiliary][Subspace Field Modulator]

    Consoles:
    Eng: [Console - Engineering - EPS Flow Regulator Mk XII][Console - Universal - Assimilated Module][Console - Tachyokinetic Converter] [Console - Zero-Point Energy Conduit] or the golf club console that gives chance to disable subsystem and decreases damage resistance or the fleet gamma console.

    Sci: [Console - Science - Biofunction Monitor Mk XII][Console - Universal - Plasmonic Leech]

    Tac: 4x purple mk 12 disruptor consoles.

    Strategy: you start firing at them and watch their buffs and keep them constantly in warp plasma. Using tech doffs to keep warp plasma near constant on the target. Aim for tac team gaps, and plan alphas accordingly. It may take minutes or longer to pop a zombie cruiser, but they will fall once you've had enough practice with my build. This build is basically a hybrid from sustained pressure damage and spike damage. This isn't a 3 bo photonic shockwave instant pop.

    NOTE: this is good for 1v1 cruisers, and not extremely tanky The tanky version has assimilated deflector and engine, and dem 1 is replaced with rsp1. And have a shield distribution with either ewp doff or dem doff and either have ewp1 or dem2. Its basically pve layout below but with same commander tac for pvp. The tanky pvp mode allows me to get highest damage and kills in pvp and die 0-3 times vs a premade.


    Normal pve layout:

    Comannder tac: tac team 1, attack pattern beta 1, cannon scatter volley 2, omega 3;
    Lt Com Eng: emergency power to shields 1, aux 2 bat 1, eject warp plasma 1;
    lt Eng: ept weapons 1, aux 2 bat1,
    Lt Uni: eng team, rsp 1;
    Ensign Sci: hazard emitters 1

    weapons 4dhcs 3 turrets
    [Assimilated Deflector Array Mk XII]
    [Assimilated Subtranswarp Engines Mk XII]
    [Elite Fleet Adaptive Resilient Shield Array Mk XII [Cap]x2 [ResB] [Adapt]]

    devices: [Red Matter Capacitor][Auxiliary Battery][Subspace Field Modulator] or replace aux battery with [Team Battery - Weapons and Auxiliary] doesn't have to be team

    Eng: [Console - Engineering - EPS Flow Regulator Mk XII][Console - Universal - Assimilated Module][Console - Tachyokinetic Converter][Console - Zero-Point Energy Conduit]or replace zpe with sif or neutronium.

    Sci: [Console - Science - Biofunction Monitor Mk XII][Console - Universal - Plasmonic Leech]

    Tac: 4x purple mk 12 disruptor consoles.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    I fly this without Elusive captain and find what you describe above to generally be a non issue.

    Nada (0% Bonus Accuracy) -3.0% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 57.1% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 54.1% To-Hit

    Accurate (10% Bonus Accuracy) -3.5% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 60.6% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 57.1% To-Hit

    9 Targeting (15% Bonus Accuracy) -3.7% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 62.5% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 58.8% To-Hit

    Accurate, 9 Targeting (25% Bonus Accuracy) -4.2% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 66.7% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 62.5% To-Hit

    Accurate, 9 Targeting, [Acc] (35% Bonus Accuracy) -4.7% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 71.4% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 66.7% To-Hit

    Accurate, 9 Targeting, [Acc]x2 (45% Bonus Accuracy) -5.5% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 76.9% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 71.4% To-Hit

    Accurate, 9 Targeting, [Acc]x3 (55% Bonus Accuracy) -6.4% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 83.3% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 76.9% To-Hit

    Accurate, 9 Targeting, [Acc]x3, Nukara Console (65% Bonus Accuracy) -7.6% To-Hit

    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines (75% Bonus Defense): 90.9% To-Hit
    vs. Elusive, 9 Maneuvers, 24+ Impulse, Aegis Engines, Escort (85% Bonus Defense): 83.3% To-Hit
  • redrickyredricky Member Posts: 1,004 Arc User
    edited May 2013
    Yep here it is:
    Looks solid. I'm jealous of the fleet shields and weapons, it's gonna be a while on those.

    My only criticism is that when APO is down you don't have PH to break tractors. I look for holes in hold immunity the same as holes in TT rotation. EPTE instead of EPTW could help muscle out of TB and with warp poo painting. But I'm nitpicking. I like it, but then again it's almost exactly what I run so maybe that's why :D.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited May 2013
    My only criticism is that when APO is down you don't have PH to break tractors. I look for holes in hold immunity the same as holes in TT rotation.

    Actually with the tanky pvp variant you fight in reverse... Seriously you hit reverse and then forward every once in a while. Tractor beams are useless against you for the most part. You go forward whenever it starts to do power drain, and basically this is like a turret ship as in you don't have to fly around all you do is keep ships in your 45' arc and kill them. Its fun and if ships get on your but you use eject warp plasma to capture them and reverse until you got them in your arc and blast them. Its how I pop bug ships since I do more sustained spike dps than them and a whole lot more tanky than them.

    The tanky pvp build is recommended for matches as you need the extra tankiness in order to survive. Attack Pattern Omega 3 isn't that long just like 33 seconds if you hit aux 2bat twice in 10 seconds or you use tac cooldown power.
  • panserbjorne39panserbjorne39 Member Posts: 0 Arc User
    edited May 2013
    Yep here it is:

    Here is 1v1 zombie cruiser popper:

    Boffs are one superior romulan operative for the tac with 4 human kdf boffs

    Comannder tac: tac team 1, beam overload 2, cannon rapid fire 2, omega 3;
    Lt Com Eng: emergency power to shields 1, aux 2 bat 1, eject warp plasma 1;
    lt Eng: ept weapons 1, aux 2 bat1,
    Lt Uni: eng team, dem 1;
    Ensign Sci: hazard emitters 1

    Doffs: 1 dem doff, one matter antimatter spec with ewp engine disable, 3 purple techs.
    Fore weapons: 3 elite fleet disruptor dhcs with accx2 dmg; 1 dual disruptor beam bank accx3

    Deflector: OMega mk 12 deflector
    Engine: omega mk 12 engine
    Shield: maco mk 12 or elite fleet shield

    Aft weapons: 3 elite fleet disruptor turrets with accx2 dmg

    Devices: [Red Matter Capacitor][Battery - Weapons and Auxiliary][Subspace Field Modulator]

    Consoles:
    Eng: [Console - Engineering - EPS Flow Regulator Mk XII][Console - Universal - Assimilated Module][Console - Tachyokinetic Converter] [Console - Zero-Point Energy Conduit] or the golf club console that gives chance to disable subsystem and decreases damage resistance or the fleet gamma console.

    Sci: [Console - Science - Biofunction Monitor Mk XII][Console - Universal - Plasmonic Leech]

    Tac: 4x purple mk 12 disruptor consoles.

    Strategy: you start firing at them and watch their buffs and keep them constantly in warp plasma. Using tech doffs to keep warp plasma near constant on the target. Aim for tac team gaps, and plan alphas accordingly. It may take minutes or longer to pop a zombie cruiser, but they will fall once you've had enough practice with my build. This build is basically a hybrid from sustained pressure damage and spike damage. This isn't a 3 bo photonic shockwave instant pop.

    NOTE: this is good for 1v1 cruisers, and not extremely tanky The tanky version has assimilated deflector and engine, and dem 1 is replaced with rsp1. And have a shield distribution with either ewp doff or dem doff and either have ewp1 or dem2. Its basically pve layout below but with same commander tac for pvp. The tanky pvp mode allows me to get highest damage and kills in pvp and die 0-3 times vs a premade.


    Normal pve layout:

    Comannder tac: tac team 1, attack pattern beta 1, cannon scatter volley 2, omega 3;
    Lt Com Eng: emergency power to shields 1, aux 2 bat 1, eject warp plasma 1;
    lt Eng: ept weapons 1, aux 2 bat1,
    Lt Uni: eng team, rsp 1;
    Ensign Sci: hazard emitters 1

    weapons 4dhcs 3 turrets
    [Assimilated Deflector Array Mk XII]
    [Assimilated Subtranswarp Engines Mk XII]
    [Elite Fleet Adaptive Resilient Shield Array Mk XII [Cap]x2 [ResB] [Adapt]]

    devices: [Red Matter Capacitor][Auxiliary Battery][Subspace Field Modulator] or replace aux battery with [Team Battery - Weapons and Auxiliary] doesn't have to be team

    Eng: [Console - Engineering - EPS Flow Regulator Mk XII][Console - Universal - Assimilated Module][Console - Tachyokinetic Converter][Console - Zero-Point Energy Conduit]or replace zpe with sif or neutronium.

    Sci: [Console - Science - Biofunction Monitor Mk XII][Console - Universal - Plasmonic Leech]

    Tac: 4x purple mk 12 disruptor consoles.

    Thank you for this build! I was about to stop using this ship and now with your build I went from 200k dps in pug pvp matches to 400k. Now if I can only get my hands on some elite fleet disruptors....I also throw in the Anti-proton Sweep for good measure.
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