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Fleet K'T'inga Build.

captyoung01captyoung01 Member Posts: 311 Arc User
edited April 2014 in Klingon Discussion
Alright maybe this has been made a topic before. But reluctantly since I can't find one, and as a new captain in the Klingon Defense Force, I was looking for Fleet K'T'inga build Suggestions, or thoughts of a good build.

Why did I choose the K'T'inga you may ask? I like the ship, both from TOS, TMP, etc. I realize there are much better DPS'ing Klingon Cruisers, but I like the K'T'inga and I am sticking with it :).

Anyway, lemme see your thoughts, suggestions, and idea's roll! :D
Post edited by captyoung01 on

Comments

  • ikonn#1068 ikonn Member Posts: 1,450 Arc User
    edited April 2014
    As a fellow Fleet K't'inga skipper... I salute you!

    Mine, I run as a beam boat.

    If you want some info about K't'inga builds, I would suggect looking at the STO Academy website first...

    http://www.stoacademy.com/tools/skillplanner/search.php?faction=KDF&career=&ship=Fleet+K%27t%27inga+Battle+Cruiser+Retrofit&action=Search

    At least here, you can get a general idea of what some others have done with their ships. Maybe something in these builds will spark some interest for your own.

    :)
    -AoP- Warrior's Blood (KDF Armada) / -AoP- Qu' raD qulbo'Degh / -AoP- Project Phoenix
    Join Date: Tuesday, February 2, 2010
  • captyoung01captyoung01 Member Posts: 311 Arc User
    edited April 2014
    As a fellow Fleet K't'inga skipper... I salute you!

    Mine, I run as a beam boat.

    If you want some info about K't'inga builds, I would suggect looking at the STO Academy website first...

    http://www.stoacademy.com/tools/skillplanner/search.php?faction=KDF&career=&ship=Fleet+K%27t%27inga+Battle+Cruiser+Retrofit&action=Search

    At least here, you can get a general idea of what some others have done with their ships. Maybe something in these builds will spark some interest for your own.

    :)

    Thanks for the link and info. Salute!
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited April 2014
    I had originally planned to get this ship. I created an alien toon, made him look like a TOS Klingon and everything.

    Expensive...
    http://skillplanner.stoacademy.com/?build=fktinga_0

    Cheap...
    http://skillplanner.stoacademy.com/?build=fktingacheap_0

    Now if you want to go Disruptors the elite fleet version are the best but they are gonna cost ya, for the cheap version you can pick up Disruptor with the plasma proc from one on the KDF missions.

    If you want more survivability you can swap the EPtW/EPtS.

    /\
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited April 2014
    You almost have to run beams... while it supports cannons, it has exactly 1 cannon skill max, while it could have 2 FAW and a tac team with beams.

    So it looks like a TT/ FAW FAW tac setup, HE/whatever science (sci team? TSS? etc?) and a bunch of engineer skills. It has enough manuverability to support blowing plasma clouds... might consider using that as a dps supplement?
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited April 2014
    Although it has enough maneuverability and turn rate to be able to put DHC's on target often enough, the lack of an attack pattern if you use rapid fire or scatter volley means the K'Tinga is going to miss out on DPS compared to a beam boat in PvE. It's probably not a total loss for PvP, though.
    Anyway, I'll focus on PvE.

    Weapons: All beam arrays. Use something that has boosts with your consoles and/ or space gear like engines or shield.


    Expensive DOFF setup with A2B.....
    TT1, APB1
    BFAW1
    EPTW1, A2B1, EPTS3, DEM3
    ET1, A2B1, RSP2
    HE1, ST2

    3 technicians (2 purple and one Blue preferred)
    1 Warp Core Engineer to boost power levels
    1 Systems Engineer to reduce DEM power use

    Run A2B, EPTx and TT as often as you can. Read up on what is called Key Binding if you haven't done so before. It can make running those abilities easier.

    Cheaper DOFF setup without A2B......
    TT1, BFAW2
    BFAW1
    ET1, EPTW2, EPTS3, RSP3
    ET1, EPTW2, EPTS3
    HE1, HE2

    2 Conn officers to reduce Tactical team recharge (the only expensive part)
    1 Warp Core Engineer to boost power levels upon use of EPTx ability

    Cycle EPTx abilities as often as possible, swapping between EPTS and EPTW. That will bring their recharge down to 30 seconds each, allowing one to activate every 15 seconds. That will keep shield power boosted some as well as damage resistances up for your shields, and weapon power with weapon damage boosts as well.
    Cycle Tactical Team as often as possible too. Cycling TT and EPTS as often as possible gives you a lot of damage resistance and automatic shield orientation which help keep you from taking hull damage as often.

    As mentioned above, read up on Key Binding if you need help with running various abilities as often as possible and for making some other things possibly easier.

    If you already have some polaron tactical consoles, run boldly they rode several times to get dominion polaron beam arrays if you need stuff on the cheap. Operation Gamma is good to get Jam Hadar space set pieces too. It's not great stuff all around, but it will get you going with a full set without spedning a lot of EC, dilithium, etc.


    Consoles:
    2x Neutronium consoles, ?, ?
    1 Shield Emiter array, ?, ?
    3 TAC consoles to match the weapon type you will use


    I hope this help out.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited April 2014
    I like what he said above except I would run "sphere of influence" instead, get a set of AP beam arrays, and use the obelisk warp core/ beam to get that 10% bonus to damage. The dominion poloran weapons are nasty (shield AND power drain) as a drainer but I would personally rather have the dps against PVE enemy. Time you drain something to disfunction, you could have just killed it already.


    Long term, you COULD use a DBB / obelisk beam / cutting beam/ turret X 2 frontal assault setup in this ship. It would do significantly more dps (again, AP helps because it eliminates a back turret in favor of the nasty 360 beam, and the set bonus is on top of tac consoles and almost as good as AMP until you can afford to run amp), but you would be limited to a frontal 90 cone of damage which is doable but requires learning to pilot the ship WELL.
  • captyoung01captyoung01 Member Posts: 311 Arc User
    edited April 2014
    Some very interesting idea's you all have going here, this is really going the help me consider trying more than one build. . Thanks to everyone who contributed thus far.
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