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Help surviving borg content

cruisin1500cruisin1500 Member Posts: 81 Arc User
edited January 2014 in Romulan Discussion
Hey guys, I recently returned to the game and have leveled a science Romulan Captain.

I am currently using a Ha'Nom with what I can afford in gear.

I seem to be having trouble surviving at certain times, when the borg just seem to melt all my shields, and before I can use tac team, the hull just disappears from full.

I don't see anything hit me. This can even happen sometimes if I am like a good distance away say 7-10km.

Khitomer vortex or Infected (elite for both) getting to near the gate this special melt weapon seems to come out, and even from cubes.

What gear should I work towards so I can better survive, while sticking in my current role.

I use tractor repulsors 2 and GW to kill groups of smaller enemies fast.

Here is my fitting now:

STO PLANNER

The shield I couldn't find in the list is a Reman prototype covariant mark 8, not sure where I got it, perhaps there is a mission I can re-do to get the mark11?

The singularity core is:Thorin-Infused Singularity Core Mark 11 (PG, SHAD, SSR)


My overall power bonuses are low, I have a better kitted out defiant on my original character from before and he has power levels like w|125, s|75, E|65, A|55

my power levels on this ship are overall quite poor from the bonuses I am getting from the equipment I have fit.

I think my main concern would be survivability at this point, since being dead I can't help the team.



thanks.
Post edited by cruisin1500 on

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    z3ndor99z3ndor99 Member Posts: 1,391 Arc User
    edited January 2014
    Hi firstly im not the best, right looking at your build you have no real shield heals ( the borg can rip through shields so need powersto get them back quick ), your aux level is low-ish for sci, I would look at a fleet core to boost this ( this would help with sci team and your offensive powers ), borg love plasma so always look for resistance to this, a fleet shield which is resistant to plasma would be very good then, look into getting to omega tier 5 an get a rep shield ( they come with 20% resistance to plasma ), oh and for your tac boff look at beam FAW this would benefit you better than cannon scatter ( three turrets will not hurt the borg that much ), hope this helps if not just ignore me.
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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2014
    Emergency Power To Shields is noticeably missing on your list. Add that in place of RSP, plus a couple of Damage Control Engineer doffs, and the always-on shield hardening will give you a pretty good durability boost, better in the long term than the momentary 'oh crud' of RSP. Also, get a different shield off the Exchange, as the Reman one isn't really that great (high capacity but meh to everything else). My choice would be a Mk11 Resilient (or maybe Covariant) with [cap]x2[pla] or [cap][dis][pla], as mk11 is only ~100 points less per facing than mk12 but a heck of a lot cheaper and makes for a decent tide-you-over shield till you get access to Fleet or Rep stuff.
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    z3ndor99z3ndor99 Member Posts: 1,391 Arc User
    edited January 2014
    Oh I know some people will disagree but, I go for the valdore console http://sto.gamepedia.com/File:Sto_wiki.png
    This has helped me out so many times.
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    cruisin1500cruisin1500 Member Posts: 81 Arc User
    edited January 2014
    hey guys thanks for the advice. I will be applying it as best I can.
    once your rep is done get the borg set & replace the sci consoles with the shield heal ones.

    By the borg set you mean borg shields, engines and deflector? Shield heal consoles you mean emitters?
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited January 2014
    yeah the Ha'nom can be really squishy in STFs. Here is what helped me and it's really cheap.

    For my shield I got a Mk XI Resilient [Pla]. The [Pla] gives a 20% resistance to plasma weapons and the resilient part cuts bleed through damage by half.

    For my engineering consoles I got one with plasma resistance to help cut down on bleed through even more and one with kinetic resistance to lower the damage from torpedoes. Borg ships can put out a lot of kinetic damage.

    You really might want to consider using emergency power to shields too. You get a nice heal and damage resistance from the power and from the extra shield power it provides. If you have trouble fitting all that you might want to consider buying the Mirror Ha'nom from the exchange. They're cheap and has a different boff layout. If anything you get the dark mirror skin unlock for your prime ha'nom :)

    Another thing is, the ha'nom is huge. Which means if a borg ship explodes, you're a lot closer to it than a smaller ship so you'll take more damage. you'll also grab agro from farther away as you can be seen at greater distances. A Dev said all this a little bit ago but I really don't want to go and find a quote.

    Hope that helps,

    Good luck and most importantly, have fun :)
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    davidwforddavidwford Member Posts: 1,836 Arc User
    edited January 2014
    Emergency Power To Shields is noticeably missing on your list. Add that in place of RSP, plus a couple of Damage Control Engineer doffs, and the always-on shield hardening will give you a pretty good durability boost, better in the long term than the momentary 'oh crud' of RSP.

    Really? Emergency to shields in place of Reverse Shield Polarity? I find RSP to be a very useful "OH ****!" ability, particularly as a counter to the Borg's habit of hitting the agro with that nasty shield stripper/drain power.
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    tom61stotom61sto Member Posts: 3,653 Arc User
    edited January 2014
    davidwford wrote: »
    Really? Emergency to shields in place of Reverse Shield Polarity? I find RSP to be a very useful "OH ****!" ability, particularly as a counter to the Borg's habit of hitting the agro with that nasty shield stripper/drain power.

    3x blue DCE DOffs along with another type of Emergency Power ability (EPtA in this case), means near 100% uptime on EPtS's power boost and a shield HP heal every 30s. RSP is a nice emergency power, but it has a long cooldown. EPtS cycling means far less emergencies needing RSP. If you can slot both EPtS on a cycle (i.e. 2x copies or alternated with another EPt with DCE DOffs) and RSP effectively, go for it, but that's not really doable on this ship.
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    cruisin1500cruisin1500 Member Posts: 81 Arc User
    edited January 2014
    so should I look to get a different sci ship then? Too bad I really liked the look of this one...
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    thunderfoot#5163 thunderfoot Member Posts: 4,541 Arc User
    edited January 2014
    You can fight the Ha' nom effectively in STFs. Sure, it's a barn like most of the Rommie ships. This doesn't mean it should be called the R.R.W. Shot Magnet though.

    Gear is only part of the equation though. Science ships and captains probably shouldn't be used like escorts. They can shoot things up but their real strengths lie in all those spells ...errr science abilities. Yeah. Science abilities. That's what I meant. :D

    The spel - dammit! - science abilities need Aux Power. And more is better here. A Singularity Core which boosts or improves Aux Power is very useful. The Singularity Powers are also some pretty potent magi...tools. As in an insta-heal when using Quantum Singularity Manipulation. The others are useful but nothing keeps you in a fight longer and healthier than QSM. The other Singularity abilities are situational based and their usefulness depends largely on your style of play.

    Grav Well is a good ability for controlling mobs. Adding a Particle Generator console makes it better.

    Tractor Beam Repulsor is too erratic for my tastes. To me it always seems to move the target exactly where I don't want it to go.

    Hazard Emitters II provides a good hull heal and strips off any plasma DoT the Borg have thoughtfully provided you with.

    Science ships with Science captains are a very good start to making a Drain Build. If the Borg have no power, they cannot kill you. There are lots of good examples of one of these all throughout the forums.

    Console - Engineering - Ablative Hull Armor increases your resistance to plasma. A lot. Get one. Shields which have the [Pla] modifier also increase plasma resistance. When running STFs, plasma resistance is always good. And the more you have the better.
    A six year old boy and his starship. Living the dream.
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2014
    Hey guys, I recently returned to the game and have leveled a science Romulan Captain.

    I am currently using a Ha'Nom with what I can afford in gear.

    I seem to be having trouble surviving at certain times, when the borg just seem to melt all my shields, and before I can use tac team, the hull just disappears from full.

    I don't see anything hit me. This can even happen sometimes if I am like a good distance away say 7-10km.

    Khitomer vortex or Infected (elite for both) getting to near the gate this special melt weapon seems to come out, and even from cubes.

    What gear should I work towards so I can better survive, while sticking in my current role.

    I use tractor repulsors 2 and GW to kill groups of smaller enemies fast.

    Here is my fitting now:

    STO PLANNER

    The shield I couldn't find in the list is a Reman prototype covariant mark 8, not sure where I got it, perhaps there is a mission I can re-do to get the mark11?

    The singularity core is:Thorin-Infused Singularity Core Mark 11 (PG, SHAD, SSR)


    My overall power bonuses are low, I have a better kitted out defiant on my original character from before and he has power levels like w|125, s|75, E|65, A|55

    my power levels on this ship are overall quite poor from the bonuses I am getting from the equipment I have fit.

    I think my main concern would be survivability at this point, since being dead I can't help the team.



    thanks.

    Lose the CRF and instead if you like torpspread so much use the lt. tac for torpspread, and ensign for an additional TT. If you can get a fleet core aiding you shield and auxpwr together, this way you can ditch the emer2aux in favor of emrg2shlds, also lose the photonic officer for either another shield heal or preferably another hazard emitters. Also the tractor repulsors would be suited for another grav well or tykens, or even yet energy siphon, maybe even viral matrix. And other than that keep working towards some fleet or reputation gear for better performance, and you're golden. Also if I can recommend the valdore console from the C-store for an all purpose universal console.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    davidwforddavidwford Member Posts: 1,836 Arc User
    edited January 2014
    tom61sto wrote: »
    3x blue DCE DOffs along with another type of Emergency Power ability (EPtA in this case), means near 100% uptime on EPtS's power boost and a shield HP heal every 30s. RSP is a nice emergency power, but it has a long cooldown. EPtS cycling means far less emergencies needing RSP. If you can slot both EPtS on a cycle (i.e. 2x copies or alternated with another EPt with DCE DOffs) and RSP effectively, go for it, but that's not really doable on this ship.

    Ah, the DOFFs. That explains it. I usually alternate between two shared cool down powers such as Sci Team, Eng Team, and/or Tac Team or EPtS paired with EPtW. Since one will trigger a 15 sec cool down on the other ones, the powers with only a 30 second cool down can be popped on diametric opposite sides of the timer.
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    cruisin1500cruisin1500 Member Posts: 81 Arc User
    edited January 2014
    hey guys, I was browsing through some DOffs and saw one where it said chance to enhance gravity well like it'll do another gravity well again as soon as the first one is finished. Two gravity wells back to back (when the DOFF fires it) would be pretty intense.

    Unfortunately I notice I have a lot of these on my fed character who doesn't use gravity well and couldn't find any romulan ones on the exchange.
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    jagdhippiesjagdhippies Member Posts: 676 Arc User
    edited January 2014
    Your weapon choice is fine, but a thought: if you run all beams then you can be circling the cube while broadsiding and escaping is faster than having to do a 180 turn from pointing your DBBs at him.
    I used DBBs and turrets without exploding much so what you have will work, just an option. I recommend something like this:

    BOFFs
    TT
    BFAW, APB
    EP2S, AUX2SIF
    HE, TSS, TR, GW
    PH, (ES, TSS, or PO), ES

    All MkXI, don't waste credits on MkXII unless you know you will keep it equipped for a long time
    positron [partg, flwc]
    engines are not a real concern yet
    overcharged sing core [pg]
    resilient [cap, pla]

    monotanium, (electroceramic or ablative)
    particle genx2, flow cap, field emitter
    tetryonx3
    My carrier is more powerful than your gal-dread
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    des101des101 Member Posts: 101 Arc User
    edited January 2014
    Personally, I'd change the power levels to start with. Your Main role is not DPS so you're wasting power there.

    You want to divert power to Aux and shields with the remaining going engines and weapons.

    Next up, your Boff abilities. If you're dying too quick then you need to look at abilities that will keep you alive.

    Ensign Tact.
    TT1

    Lieut. Tact.

    TT1, APB1

    Lieut. Eng.

    EPtX (whatever you want really), Aux to Struct.

    As for Science stations, Hazard Emitters are a must and I'd personally drop the X-fer shield strength.

    Use the Lieut. comm. Science station for

    Polarise Hull, Hazard Emitters and whatever else and use the Commander Science for all your Holds, CC and whatever else.


    Remember for ESTF's, you want plasma resistance and some kinetic resists as well.. So kit out a shield with the [pla] suffix, slap on a Monotanium plate for Kinetic resist and Electroceramic hull plating for some plasma resist.

    When you're able to do them without exploding all over the place, then is the time to look more deeply into enhancing your Ship fittings, Doffs, Traits, Rep Passives and Boff Passives. oh, and the all important Skill Tree. :cool:

    So take your time, learn to stay alive, learn when to activate certain abilities and when to hold off on others.. and once you're comfortable with that, start looking into everything else.

    And don't forget, USE your cloak.. :D There's tricks with using the singularity abilities as well for staying alive but we'll come back to those at another time..

    Peace out :cool:
    _____________________________________________________

    Beta player - forum knows jack as to when I started

    _____________________________________________________
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    kemchakemcha Member Posts: 343 Arc User
    edited January 2014
    The OP might have issues but he needs to build up his ship configs slowly. He's probably trying to jump directly into Borg battles with a decent ship but he doesn't have the proper weapons, consoles or ship equipment to do that with. With my ship, I can go one on one with Borg cubes and take them out but only because my ship is well equipped for it and I've developed strategy fighting against the Borg.

    You just can't take a ship, equip that ship and then jump right into a battle.
    possibilities are a thing of hope, sometimes it drives us toward something better
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    norobladnoroblad Member Posts: 2,624 Arc User
    edited January 2014
    I did not see anyone mention it but start your dyson rep. You will get, every day, a box with random stuff in it. Some of the random stuff will be consoles that are more or less common stuff BUT have the additional ability to heal shields when you use a shield heal ability. If you can get a lucky item that is useful and has this property, it will help, and its free --- all you need is 10 min (tops) to get a daily commendation and patience for the 20 hour task to complete.

    Or you might get a ton of useless ground weapons. Its all luck :confused:
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    overlapooverlapo Member Posts: 0 Arc User
    edited January 2014
    The "weapon" that is removing your shields is probably the borg shield neutralizer. If you see your shields going down fast on all facings use hazard emitters to clear the effect.
    If you have access to the valdore console a good starter shield is the paratrinic shield. It is old and most people think it is garbage but it works great in combination with the console. I do elite STFs all the time with it and never die.
    For weapons there are a bunch of lockbox weapons in the exchange you can get, but of course that would depend on your build and what you want to do with it.
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    stirling191stirling191 Member Posts: 0 Arc User
    edited January 2014
    overlapo wrote: »
    The "weapon" that is removing your shields is probably the borg shield neutralizer. If you see your shields going down fast on all facings use hazard emitters to clear the effect.

    ESTF borg don't use the neutralizer.
    kemcha wrote: »
    You just can't take a ship, equip that ship and then jump right into a battle.
    wardcalis wrote: »
    No one else has said it but i'm going to. DON'T DO ELITE. you do not have the gear yet, you need to have blue mk XI at the bare minimum.

    These statements are fundamentally false, especially for a supporting science vessel. Intelligent application of abilities alone is more than sufficient to make a non-negative contribution to ESTF groups with as little as mk X white gear (probably even less than that).

    As a tackler, debuffer and healer the OP can quite easily make a significant impact simply with high aux and a few firing synapses.
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    dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    The neutralizer in questions is a hyped up Tachyon beam. Hazard emitters will clear it. Probably other cleanses as well.

    It doesn't matter what your gear is...it's all about the boff slots. So OPS. What's the current build? I'll lend some thoughts if you wish
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2014
    ESTF borg don't use the neutralizer.




    These statements are fundamentally false, especially for a supporting science vessel. Intelligent application of abilities alone is more than sufficient to make a non-negative contribution to ESTF groups with as little as mk X white gear (probably even less than that).

    As a tackler, debuffer and healer the OP can quite easily make a significant impact simply with high aux and a few firing synapses.
    dahminus wrote: »
    The neutralizer in questions is a hyped up Tachyon beam. Hazard emitters will clear it. Probably other cleanses as well.

    It doesn't matter what your gear is...it's all about the boff slots. So OPS. What's the current build? I'll lend some thoughts if you wish

    Both comments are incorrect, and in fact some borg do use a shield neutralizer. http://sto.gamepedia.com/Ability:_Borg_Shield_Neutralizer
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2014
    wardcalis wrote: »
    No one else has said it but i'm going to. DON'T DO ELITE. you do not have the gear yet, you need to have blue mk XI at the bare minimum.
    *snip*
    Green mk X gear is not sufficient for elite.

    Nope. Other than Hive, if you're doing even just 3kish DPS, thats enough for ESTFs so long as you have a decent setup and know how to use it. A free 40 ship full of Mk11 gear off the Exchange or mission farms can rock those missions just fine. Standard gear wins, fancier gear just wins better, like if you want to do speed runs or get into those DPS channels or something. A smart layout and the right tactics are more important than mark numbers.

    For example, here's the Sci/Ha'nom I used while farming the the rep and gear for my current Fleet T'varo. Since I intended this ship as a throwaway, everything on it was either farmed or dirt cheap off the Exchange, and it was still sufficient to handle everything from Kang duty to those Elachi missions some people struggle with.

    Cheap Ha'nom

    Power settings 45/15/15/85, doffs 3 Damage Control, 1 Tractor Beam, 1 Gravimetric. Was a little weak on the initial attack due to the low weapons energy, but once the Leech got charged after the first salvo, then Siphon kicked in off 125 aux, energy problems were nonexistent, and heals were ridiculous. EPTW instead of EPTA for the 10% damage boost, and since running at high base aux anyways meant further boosting wasn't needed. Nothing particularly fancy, but it worked quite well.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited January 2014
    overlapo wrote: »
    The "weapon" that is removing your shields is probably the borg shield neutralizer. If you see your shields going down fast on all facings use hazard emitters to clear the effect.
    If you have access to the valdore console a good starter shield is the paratrinic shield. It is old and most people think it is garbage but it works great in combination with the console. I do elite STFs all the time with it and never die.
    For weapons there are a bunch of lockbox weapons in the exchange you can get, but of course that would depend on your build and what you want to do with it.
    Interesting idea. The downside to Paratrinic is the nearly non-existent regen rate(and lack of shield resist). the Valdore console gives you +shield just for shooting at things, so it doesn't matter what your regen rate is.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2014
    Interesting idea. The downside to Paratrinic is the nearly non-existent regen rate(and lack of shield resist). the Valdore console gives you +shield just for shooting at things, so it doesn't matter what your regen rate is.

    Yes it's 2.5% chance at regenerating shields for 200% of the outgoing shot's dmg, is a quick way to refill your shields, it is also a good way to determine just how often 2.5% chance actually procs (in which case quite often, and than others not often enough).

    Also hangar pets will increase the 2.5% chance, Because any of their shots count towards you outgoing proc rate (of course their dmg values tend to be lower, so normally not as much regen value coming from them).
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    cruisin1500cruisin1500 Member Posts: 81 Arc User
    edited January 2014
    hi guys I am still here, I linked my current setup in the original post. Here it is updated to reflect the suggestions here.

    http://www.stoacademy.com/tools/skillplanner/?build=cruishanom_0

    Added a paracellic plate for plasma resist. An overcharged singularity core trans/pg, three turrets in the back, a plasma torpedo up front, covariant shield with plasma resist.

    I now carry two hazard emitters, energy siphon 2, emptS I , Aux2Struc II and polarize hull

    So I get better power levels, better shield resists, better hull resists, able to clear the shield drain and plasma burning effect better with two copies of HE (sometimes I would burn to death while my one copy of HE was cooling down)

    I don't die silly now, unless I take on too many borg at once. Like tactical cubes and spheres and the gate together at the end.

    Not being one shotted anymore, except if I have a downed shield facing and forgot to redirect and a plasma torp came through ( i swear they have perfect timing eh?)

    I can only keep improving from here on out as I get better gear and tactics. Like I said I flew an escort for two years and the switch to science ship since returning to sto has been hard. It's slow, turns terrible and is like a truck from 1910.

    I don't know if that will improve with better engines and other gear as I go up, but I feel like a turtle next to other ships who zip around, especially in storming the spire, I stick to one tower and defend that while I see escorts moving between them ( Like I do on my other character)

    Keep the discussion going and I keep improving :)

    As for doffs I use the engineering emergency power cool down ones for now...
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited January 2014
    Why are you using DBB with Scatter Volley? Switch to single cannon if you want to use scatter volley.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    Both comments are incorrect, and in fact some borg do use a shield neutralizer. http://sto.gamepedia.com/Ability:_Borg_Shield_Neutralizer

    I think a hyped up Tachyon beam that is cleared by hazard emitters is spot on...

    Umm. OP, that's gonna take a while to...redo...I'll get back to ya later
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2014
    dahminus wrote: »
    I think a hyped up Tachyon beam that is cleared by hazard emitters is spot on...

    Umm. OP, that's gonna take a while to...redo...I'll get back to ya later

    Yes and no, considering one can be cleansed, while a followed up tachyon cannot.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited January 2014
    Why are you using DBB with Scatter Volley? Switch to single cannon if you want to use scatter volley.

    Look like an accidental posting of the old build.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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