Tac consoles
Antiproton mag regulator mk X (rare) x4
Boff's
LTC universal: Beam overload I, high yield II, torp spread III
LT universal: Emergency power to shields I, engineering team II
Commander tac:Spread I, high yield II, ttack pattern omega I
LT tac: tac team I, Fire at will II
ensign eng: eng team I
some build thoughts:
went with the dual beam banks to work with the chroniton beam bank...seemed thematically right.
the aft beam banks seemed like a good idea at the time, to work with beam overload and fire at will.
now all that being said, it seems to not really excel at anything.
how can this be made better?
opinions, suggestions, tomatoes welcome.
Seconded. Its a destroyer, so drop the beam arrays. Fore is 2 DHCs, the Chroniton DBB, and the either the Temporal Device or a more normal torp (like a Quantum), and then aft either 3 turrets or 2 turrets and the Temporal Device (if you didn't use it fore).
As far as BOFFs, don't use the universals as tactical officers. Doing so turns you into a glass cannon and gives up the versatility that's the Temp Destroyer's greatest strength. 6 tactical slots is enough to be quite nasty when you need to be. Splitting the universals to be one science one engineering means you'll live long enough to bring that firepower to bear, because you aren't doing any damage when you're waiting on respawn.
I used to pilot a Mobius as a sci, so I think I can help.
Fore
Chroniton dual beam
3x Antiproton Dual Heavy Cannons (the best you can get)
Aft
Antiproton Turret (Same, best you can get)
Temporal disruption device
Kinetic cutting beam mk XII
Deflector: Borg Mk XI
Engine: Borg Mk XI
Shield: MACO Mk XI
Devices
Red matter
deuterium
Eng consoles
Borg console
RCS MK XI OR Neutronium Mk XI (The Mobius turns fast enough as-is, so more toughness is usually welcome instead)
Sci consoles
Mannheim OR Field Generator Mk XI (Again, to boost survivability in STFs. Timestop isn't really worth it in PvE)
Tipler
Tachyokinetic
romulan Zero-point
Tac consoles
Antiproton mag regulator mk X (rare) x4 (Get Mk XI if you can)
Boff's (This is what really needs work)
LTC universal (Sci): Defensive: Polarize Hull 1, Hazard Emitters 2, Transfer Shield Strength 3 OR Offensive: Transfer Shield Strength 1, Hazard Emitters 2, Grav Well 1
LT universal (Eng): Emergency power to shields I, Auxiliary to Structural Integrity Field 1
Commander tac: Tac Team 1, Beam Overload 2 OR Torpedo High Yield 2 (Pick one, overload drains weapon power and reduces damage, but high yield takes ages to reach target), Cannon Rapid Fire 2, Attack Pattern Omega 3
LT tac: Tac Team 1, Cannon Rapid Fire 1
ensign eng: Emergency Power to Shields 1
In a destroyer/escort like the Mobius, your firepower is going to come from Dual Heavy Cannons combined with Rapid Fire. Almost nothing else will work. Oh, and make sure you redirect energy to weapons. Tac Team and Emergency to Shields should be chained back-to-back, along with Aux to Structural Integrity.
Pretty much what everyone else has said, particularly scurry5. There are only a couple of changes I would tend to make to his build, at least for PvE.
I would drop the RCS/Neutronium (don't need RCS on a Mobius, especially since Tachyokinetic does more for turn rate), move one of the universals into that slot, and then get either a Field Generator or an Embassy Emitter Array with [-Th] and probably [Pla]. Also, for PvE you really don't need the burst damage of the Overload/High Yield, you're better off with sustained damage, so drop that, reduce your cannon ability to level 1, and grab an Attack Pattern Beta 2 (I don't PvP, but from what I've heard everything I just said is completely wrong there, so do optimize for the content you want). I also prefer Scatter Volley to Rapid Fire, the difference is that CRF hits one target harder while CSV can hit up to 3 targets a bit less hard, and I prefer to be able to hit more than one at once. Finally, for the offensive Sci I would run Hazard Emitters 1, Transfer Shield Strength 2, Grav Well 1. You already have Aux2SIF 1, so you're more in need of shield healing, so I'd make that the higher level ability.
My thanks to all that have replied.
I've already started making some shifts in the Boffs to match the advice. some of it will have to wait due to dilithium poverty, but that's fixable with time (100k dil for the weapons...that's going to take about 2 weeks).
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
Comments
Get anti-proton heavy cannons and turrets.
≡/\≡
As far as BOFFs, don't use the universals as tactical officers. Doing so turns you into a glass cannon and gives up the versatility that's the Temp Destroyer's greatest strength. 6 tactical slots is enough to be quite nasty when you need to be. Splitting the universals to be one science one engineering means you'll live long enough to bring that firepower to bear, because you aren't doing any damage when you're waiting on respawn.
Fore
Chroniton dual beam
3x Antiproton Dual Heavy Cannons (the best you can get)
Aft
Antiproton Turret (Same, best you can get)
Temporal disruption device
Kinetic cutting beam mk XII
Deflector: Borg Mk XI
Engine: Borg Mk XI
Shield: MACO Mk XI
Devices
Red matter
deuterium
Eng consoles
Borg console
RCS MK XI OR Neutronium Mk XI (The Mobius turns fast enough as-is, so more toughness is usually welcome instead)
Sci consoles
Mannheim OR Field Generator Mk XI (Again, to boost survivability in STFs. Timestop isn't really worth it in PvE)
Tipler
Tachyokinetic
romulan Zero-point
Tac consoles
Antiproton mag regulator mk X (rare) x4 (Get Mk XI if you can)
Boff's (This is what really needs work)
LTC universal (Sci): Defensive: Polarize Hull 1, Hazard Emitters 2, Transfer Shield Strength 3 OR Offensive: Transfer Shield Strength 1, Hazard Emitters 2, Grav Well 1
LT universal (Eng): Emergency power to shields I, Auxiliary to Structural Integrity Field 1
Commander tac: Tac Team 1, Beam Overload 2 OR Torpedo High Yield 2 (Pick one, overload drains weapon power and reduces damage, but high yield takes ages to reach target), Cannon Rapid Fire 2, Attack Pattern Omega 3
LT tac: Tac Team 1, Cannon Rapid Fire 1
ensign eng: Emergency Power to Shields 1
In a destroyer/escort like the Mobius, your firepower is going to come from Dual Heavy Cannons combined with Rapid Fire. Almost nothing else will work. Oh, and make sure you redirect energy to weapons. Tac Team and Emergency to Shields should be chained back-to-back, along with Aux to Structural Integrity.
I would drop the RCS/Neutronium (don't need RCS on a Mobius, especially since Tachyokinetic does more for turn rate), move one of the universals into that slot, and then get either a Field Generator or an Embassy Emitter Array with [-Th] and probably [Pla]. Also, for PvE you really don't need the burst damage of the Overload/High Yield, you're better off with sustained damage, so drop that, reduce your cannon ability to level 1, and grab an Attack Pattern Beta 2 (I don't PvP, but from what I've heard everything I just said is completely wrong there, so do optimize for the content you want). I also prefer Scatter Volley to Rapid Fire, the difference is that CRF hits one target harder while CSV can hit up to 3 targets a bit less hard, and I prefer to be able to hit more than one at once. Finally, for the offensive Sci I would run Hazard Emitters 1, Transfer Shield Strength 2, Grav Well 1. You already have Aux2SIF 1, so you're more in need of shield healing, so I'd make that the higher level ability.
Works pretty much on everything, pvp & pve.
I've already started making some shifts in the Boffs to match the advice. some of it will have to wait due to dilithium poverty, but that's fixable with time (100k dil for the weapons...that's going to take about 2 weeks).
again thank ya'll.
http://sto-forum.perfectworld.com/showthread.php?t=527411&page=3
Cheers!