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My future Vo'quv and its Engineering department

generator88generator88 Member Posts: 698 Arc User
edited January 2014 in Klingon Discussion
Hello,

I'm starting to scratch together a build for my new Sci character, who will eventually be flying a Vo'quv carrier (regular version, not the mirror), and I figured I'd throw a question out to the room.

The Engineering station is tentatively set up as EPTW1, EPTS2, A2S2 (I plan on a pair of Dmg Ctrl Eng doffs boosting the recharge rates of the EPTX). In general, when I'm using two EPTX abilities, I default to Weapons & Shields, with the latter getting the higher rank if they're unequal. On the carrier, anyone think I might get more mileage from EPTE? Or is the Vo'quv not nimble enough to take advantage of the boost to speed?

On a related note, I was also considering A2D in lieu of A2S, but that would leave Hazard Emitters as my only hull heal. Too risky?
Details as I'm currently considering them may be seen in the link below. Thanks in advance for your constructive criticism.

Gen

Link: http://skillplanner.stoacademy.com/?build=iksshenara_5035
=================

I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
Post edited by generator88 on

Comments

  • ovinspaceovinspace Member Posts: 310
    edited January 2014
    Getting it pointed in the right direction is the bigger issue than speed. Flt Neutroniums and Omega shield can both help, really most space sets aid with turning and can have a function on the VQ when they match your plans/gear:
    Omega force adds tetryon glider which is ideal for a support ship to strip shields and let pets torp a victim
    Assimilated good for tanking and power levels.
    Honour Guard boosts aux by 10.8( sci abilities and hangar cooldown improved) and adds torp damage( not sure if pets benefit from this)
    Adapted HG - maco shields power boost

    Just opened the build - def go for a 2 piece def/engine over the fleet version. Energy siphon - the duration is set by the aux level, not sure if the second copy is a really good idea or really bad, photonic officer might be better. See if the flow cap consoles seem to work for you, they are costing a zero-point conduit or extra flt neutronium.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2014
    I tried A2D on my Vo'quv when I first got it, but the boost was still derived from the base turning, so it went from being a whale to slightly-faster-but-still-a-whale. Your currently list is probably a more solid choice, though you might rearrange it for EPTW1/Aux2SIF1/EPTS3 and simply shrug off any shield hits, like a tank-cruiser with pets.

    Maybe borg-11 2-piece instead of the fleet deflector and engine? Or KHG-11 for the science-boosting deflector, low-energy engines, and extra aux energy?

    Why dual TTs instead of a single TT and doffs, then add APB or APD to soften things up for your pets?

    And why even bother with the torpedo when you're almost never gonna be on target with it, and your pets carry torps anyways? MOAR BEEMS!!! :D
  • generator88generator88 Member Posts: 698 Arc User
    edited January 2014
    I'm certainly open to some ideas for the ship's main components, the fleet equipment in the builder is basically placeholder, sort of "if I don't get a better idea, go with this." If I can steer back to the topic of the engineering powers, it doesn't sound like either of you have strong objections to the ones I used there, am I right?

    Regina, I'm just one of those guys, this is Trek, and if I don't have a torpedo launcher, I'm gonna spend all night trying to launch torpedoes that aren't there, like some gamer version of a phantom limb. Humor me on this point. :)

    Dual Tac Team b/c I was planning on other things for the doff spots, and besides, the higher-tier Conn Officers for TT seemed to get a mite pricey for my tastes. If this character lucks into some purples that do the trick, I'll reassess.

    Thanks to both of you.

    Gen
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2014
    Why dual TTs instead of a single TT and doffs, then add APB or APD to soften things up for your pets?

    I personally like double Beta. It allows you to keep a target "painted" for your Qaw'duns, without relying on drawing aggro like APD does.
  • generator88generator88 Member Posts: 698 Arc User
    edited January 2014
    Just a point of curiosity on the Conn Officer/TT issue. For a PVE/STF type, how much recharge reduction on TT is enough to fake it? For kicking ideas around's sake, let's say I went to the Exchange and got 2 green Conns, reducing TT1's cooldown to 22 sec, thus a 7 second open window, with the intent that yes, I will go back and get better ones later as opportunity permits.

    If I'm not PVPing, do folks think this fall on the "acceptable stopgap" end of the spectrum, or closer to "flirting with disaster?"

    Just thinking out loud.
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2014
    In PvE, Tac Team is less necessary, particularly if you have it generally available when you need to clear Assimilate Ship, which is generally much less frequent than the 30s cooldown for an un-doffed Tac Team. With how much power creep has set into the game, it's possible (particularly for an Eng/Sci heavy ship) to have your shields practically unbreakable in PvE even without Tac Team at all.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited January 2014
    Most carriers are not really good at getting up close and fighting--maneuverability is awful, and only 6 weapons and 2 tac consoles means you arent going to do much damage anyway. On top of that, the regular Vo'Quv is very sci heavy and does not have a lot of engi stations so you cant really kit it for tanking either. This is why so many Vo'Quv captains just let the BOP pets do the fighting, and then throw spells and artillery at the targets from afar.

    My sci Vo'Quv build http://www.stoacademy.com/tools/skillplanner/?build=zimvoquv_3536. Basically I sit back about 9k and throw pets and spells and torpedoes at the target(s). TSS and HE keep the pets alive, and I am thinking about doubling up on both of those. The flowcaps consoles really buff the Tykens Rift drain and neuter most opponents quickly, plus the -threat keep the focus off of me, but I am going to replace one of them with a Spatial Charge console from the Voth lockbox--its really effective against fixed/slow targets but the long CD is annoying.
  • generator88generator88 Member Posts: 698 Arc User
    edited January 2014
    So now I'm curious, mando, what pieces of the puzzle are necessary for that? I have to figure EPTS 2 or 3, probably an elite fleet shield, what else?
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2014
    Just a point of curiosity on the Conn Officer/TT issue. For a PVE/STF type, how much recharge reduction on TT is enough to fake it? For kicking ideas around's sake, let's say I went to the Exchange and got 2 green Conns, reducing TT1's cooldown to 22 sec, thus a 7 second open window, with the intent that yes, I will go back and get better ones later as opportunity permits.

    If I'm not PVPing, do folks think this fall on the "acceptable stopgap" end of the spectrum, or closer to "flirting with disaster?"

    Just thinking out loud.

    Eh I'd get a pair of blues for the 18 second, or even just a single purple for a 22 second and saving a doff slot. Like mandoknight said, there really any PVE situations where you're under fire intense enough for long enough to really need dual TT? Sure its handy, but when tac slots are at a premium...

    As for the gotta-have-a-torp thing, I hear ya and on most ships I agree with you. Even like a beam-boat cruiser where another array would be absolutely better, not having a kinetic option just feels wrong. On a carrier though, I got trigger-happy frigates for that, so I just go all beams (with FAW + APB to make everything up) and sit back, sip my raktajino, and watch the fireworks. :D
  • generator88generator88 Member Posts: 698 Arc User
    edited January 2014
    Eh I'd get a pair of blues for the 18 second, or even just a single purple for a 22 second and saving a doff slot. Like mandoknight said, there really any PVE situations where you're under fire intense enough for long enough to really need dual TT? Sure its handy, but when tac slots are at a premium...

    As for the gotta-have-a-torp thing, I hear ya and on most ships I agree with you. Even like a beam-boat cruiser where another array would be absolutely better, not having a kinetic option just feels wrong. On a carrier though, I got trigger-happy frigates for that, so I just go all beams (with FAW + APB to make everything up) and sit back, sip my raktajino, and watch the fireworks. :D

    The rate-limiting factor for me in acquiring these Conn Officers is going to be money (I'm bad at grinding for ECs, just the way it is). I checked prices on those guys not that long ago, and the blues & purples are pretty much out of my price range, except if I go on a long-term saving-for-it plan. Which I can certainly do, but my point is just that I might put a pair of greens on duty as a stopgap measure.

    You've at least convinced me to try passing on the torpedo; I'll see how it goes.

    Gen
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2014
    So now I'm curious, mando, what pieces of the puzzle are necessary for that? I have to figure EPTS 2 or 3, probably an elite fleet shield, what else?

    That's basically it, though Transfer Shield Strength and Reverse Shield Polarity come in for the patch job in between uses of EPtS. Even running a MACO shield instead of an Elite shield, EPtS3 brings my shield level high enough that it's generally tough enough that I have to have aggro from two or three Battleship/Dreadnought-grade NPCs (or equivalent, like five or six Spheres alongside a Gate) to actually get shields to drop, even on Elites, instakills aside.

    An unlucky Borg torpedo usually only makes me reach for Miracle Worker and Hazard Emitters rather than the respawn button. The doff that gives a shield heal on Brace For Impact also helps a lot in those situations.
  • generator88generator88 Member Posts: 698 Arc User
    edited January 2014
    Thanks for the primer. When my fleet hits T4 Comm Array, I'll start getting a piece of that action. (I know about the Public Service channels, but I feel this will motivate me to get the starbase upgraded.)

    -Gen
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
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