Hi guys, I got a Fleet Ha'Feh and I'd like to make it OP.
This is my actual build:
http://skillplanner.stoacademy.com/?build=shinzonhafeh001_0
This is how I'd like to modify it:
FORE:
1x Enhanced Bio-Molecular Photon Torpedo Launcher Mk XII
3x Elite Fleet Disruptor Dual Heavy Cannons Mk XII
AFT:
1x Bio-Molecular Disruptor Heavy Turret Mk XII
2x Elite Disruptor Turrets Mk XII
DISH: Honor Guard Mk XII
ENGINE: Honor Guard Mk XII
CORE: Elite Fleet Hyper-Stabilizing Mk XII
SHIELD: Elite Fleet Resilient Mk XII
ENG:
1x Hydro-Dynamics Compensator
2x Enhanced Neutronium Alloy Mk XII
SCI:
2x Field Generator Mk XI
TAC:
5x Vunerability Locators Mk XII
DOFFs:
2x Conn Officers (TT)
2x Maintenance Engineer (ET)
2x Development Lab Scientist (ST)
I noticed that my weapons damage was heavily reduced.
Torpedoes also, now are completely useless.
But I can't use 7 energy weapons either, cause the energy drain would be too much.
Nowaday, escort ships are TRIBBLE.
But I don't want to start another thread about how devs ruined the game, I just like to improve my ship.
Italian Player - Forgive my bad English
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Comments
Your regular build seems fine, I'd suggest sticking with that.
Course, there's a load of other things you can do, but generally these are a must-have when boosting DPS. On a warbird.
Peacekeeper High Command
Scorpius - Zelbinion Mk II
Thanks.
EDIT:
well, KCB + Assimilated seems good, but I'm not sure about the Plasmonic Leech ...
Its bonus was disappointing.
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I'm going to guess you have zero points put into flow capacitors? As those boost the amount of power gained. Generally, with a full alotment of points you'll be pulling 19 power per subsystem.
Touching the subject of skills, they will make a significant impact to your overall performance anyways, regardless of what kit you're using.
Peacekeeper High Command
Scorpius - Zelbinion Mk II
I have to retrain my toon ... uff
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The flow cap skill will help you alot
Is this a pve or pvp build?
My PvE/PvP hybrid skill tree
I'd be switching both CRF1 for CSV1, and both torp high yields into torp spreads. That'll max your PvE dmg.
Consider switching APB2 for APO1. But only if survival is a struggle, otherwise keep the betas.
If you can, put the romulan impulse engine in to boost patterns.
Also, work towards the bio-molecular turret and torp. Stick them on to get extra boost to disruptors.
As others have mentioned spec into flow caps and put leech in in a sci slot, much needed on underpowered rom ships to help with amp and other skills.
The other sci slot, if you need more crit chance put in zero point console (gives more power), if more crit dmg put in bioneural console (gives extra hull), or just regular borg console with KCB for the weapon drain relief.
But the problem is not only for PVEs.
@Erad: Yeah, I thought it too, but worffan said Bio-Molecular Weaponry is going to be weak against not-undine ships.
The problem is that I feel like my damage has been cut in half with the last 2 seasons.
I remember when I bought my fleet ha'feh: I didn't have fleet weapons nor fleet consoles, but my damage output was high.
Now I feel like my damage output is near to zero ... then I saw beam ships dealing 4 times my damage.
That's why I feel angry: its like the game has destroyed cannons making them TRIBBLE o.O
What's changed ?
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Actually: I don't have the Clocking Field set bonus cause its the 3pt bonus.
I only got HG Deflector and HG Engines that give me the 2pt bonus (+25% torpedo damage, +7 Aux Power Level, + Crew Resistance).
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A typical DPS build has rom plasma weapons, leech, zero point, assimilated, embassy flow cap plasma infused and either a valdore or second flow cap. Capt specced for energy weapon damage. Totally unbalanced and unrealistic in relation to the ships seen in the shows.
PVP damage stats come from fawing and may or may not be very useful damage in a pvp match that requires concentrated fire on a healing target.
1 - why Rom Plasma should be better than Elite Fleet Disruptors (or even Adv. Fleet Disruptors) ?
I thought Plasma Energy Weapons were TRIBBLE o.O
2 - I feel like my ship's DPS has been cut in half, it deals low to no damage.
I remember a 2-3 years ago, before the rep system.
I got green-blue weapons and consoles and my ship dealt very good damage.
Now I got Fleet Consoles and Weapons and my ship is TRIBBLE ... WHY ?
And why torpedoes have been made so unuseful ?
Its quite better and empty weapon slot than a torpedo -_-
The only reason I keep using torpedoes is that I like canon ships, and in Star Trek, ships have torpedoes (cause torpedoes were the strongest weapons out there).
I think it's horrible that someone who wants his ship to be similar to the ones in the series, have to be that penelized.
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Heck I use nothing but photon based torpedoes (3 as a matter of act) on my fed captain's ship, and it devastates npc's when their hull is exposed.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Replace em for the ap beam and the KCB. Turrets are useless in this game (unless you place 3 of em, and still the performance is not even near that having the AP and KCB in there).
Dude, do you ever say anything positive?
Also, turrets work just fine as backup for a DHC build. The AP beam doesn't sync well with most cannon builds.
Let me know when either of those are affected by CRF and the former is boosted by a non AP-console. :rolleyes:
Well: I tried the KCB and Assimilated Module and .. well, don't know.
They seems to work fine, but my DPS did not increased too much
Also, it looks like my cannons are firing blank o.O
They do near to no damage.
I got 25% crit chance and I took about 3 minutes to kill a gateway (even using APA, FoMM and Tac Fleet).
Its absurd that a scimitar (which uses beams manage to kill gateways in 30secs).
Even using all the fuc*ed crit consoles in the world, its impossible that a ship (A BEAM BOAT) manages to deal all that damage.
God its damage is 6-10 times higher than mine (and its not only due to BFAW, cause the gateway is a single target and it killed it in 30 secs, while I take 3 mins).
HOW ?
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Hell...I'm making a thread about that now...
My PvE/PvP hybrid skill tree
Cannon falloff starts at 2km, while beam starts at 1km, just less steeply. He can be fairly close, as opposed to be touching nose, and still do full dmg.
Ohh that's why my damage was quite ridicoulus >_<
I was attacking from 8-9 Km away.
Am I wrong or the damage drop started at 5 km up to 2 seasons ago O.o ?
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My main recommendation dump out all the bio-molecular weapons TRIBBLE. Go with fleet disruptor. Since a PVP player varies weapons bio-molecular is almost useless because a player can easily change their build doing combat.
Yes, its because of devs and their crusade against escorts and cannons, but I don't know what to think:
- If I use beams, escort ships suck.
- If I use cannons, escort ships suck (because of the damage drop).
Is tere a way to have a good escort ship ?
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Pilot skills...use epte to keep your positioning on point.
What exactly do you consider "good"
Beams work, it's a different style of play for escorts.
My PvE/PvP hybrid skill tree
- Judge Aaron Satie
Whats your build? I can take my non fleet version and pit it against bigger targets and PvP against a Defiant, Odyssey, Galaxy X, or Scimitar. Coming about even.
Waiting for the fleet version.
Challenge accepted...what's your handle?
My PvE/PvP hybrid skill tree
aala
i think the @ part is the forum name. how about yours ?
i need to play something other then npcs. heavy dps pvp on
@acceleron is mine
My PvE/PvP hybrid skill tree