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Need help tweaking Fleet Tor'Kaht

suavekssuaveks Member Posts: 1,736 Arc User
edited May 2014 in Klingon Discussion
Here's the thing - I've been struggling to find a decent build for my KDF Engineer. I don't want yet another A2B Beam Boat or some other boring stuff. I'd like to fly a Battlecruiser with dual cannons. Tried Mogh, but I went back to my good old Fleet Tor'Kaht - mostly because I like its design.

Here's what I'm currently using when it comes to boffs and equipment - http://skillplanner.stoacademy.com/?build=savtoh_0

Doffs afair are all VR Conn Officer (Tac Team), AM-Specialist (A2ID), Energy Weapon Officer (Cannon CD reduce), Warp Core Engineer, Damage Control Engineer, Projectile Weapons Officer.


For PvE purposes it's all fine, I guess, but I find it kind of boring. No special abilities, no crowd control, basically it's just a more sturdy but weaker escort.

I've been thinking about switching to a single A2B + A2ID with doffs and adding APO, but this forces me to sacrifice a Lt. and Lt.Cmdr. Engi slots, which leaves only 2x Ensigns (for EPTW and EPTS) and Cmdr. Engi. The latter is the main issue for such build. A2SIF is pointless with A2B and A2ID. I could make use of DEM3 there, but this would leave me with only HE2 for hull heals. No place to squeeze at least an Engi Team without sacrificing one EPTX power. I could also use RSP3 with doff, since I'd be using one A2B, but I found some issues with using a Fabrication Engi on both ground and space (thanks, Cryptic...)

I could do without A2B, but this on the other hand would mean I'd be doing decent burst damage, but only every 30-60 seconds. Basically what I'm struggling with at the moment - it's just not the level of damage I'm able to deal on most of my other toons.

I've seen a build with a single A2B, but instead of A2ID it had Polarize Hull for damage resists. This could potentially give me the Lt.Cmdr. engi slot, but I'd have to sacrifice ST1.

I'm also thinking about switching to 2pc Assimilated set and either KHG or Dyson shield. To be frank, I'm not even sure why I still use the full KHG. Individual pieces are fine, but 3pc is rather pointless.


In the end, I don't want TEH best possible build or whatever. I don't want yet another 2xA2B beam boat or anything like that. I just want to make my BC both effective and fun to play. As such, I'm open for suggestions and comments. It's mostly for PvE purposes with VERY occasional PvP (for fun, mostly).

I'll also add that I dislike switching loadouts, so I'd rather have one universal build that is decent for most situations.
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Post edited by suaveks on

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited May 2014
    http://skillplanner.stoacademy.com/?build=howboutthis_0
    Single aux2bat

    Marion, 3 techs, 2 of your choice

    Looks interesting, I'll give it that...aux2bat will keep a good part of your abilities on cd. your tactical abilities are doubled so they will always be available. Aux2id for the speed boost. Rsp when you need to recharge...

    Ya...definitely not your normal build but looks pretty good
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2014
    Torkaht has enough tac BOFF stations that you dont need AtB. You can get full uptime on FAW/CRF/CSV/* with the 2 Lt stations, you can slot AtSIF, and you can keep AUX high for your sci heals to work better.
  • suavekssuaveks Member Posts: 1,736 Arc User
    edited May 2014
    dahminus wrote: »
    Thanks, but...

    2x Rapid for PvE content means no spread damage. Same goes for the lack of any TS ability - might as well throw the torp away in such case and put a 4th DHC.

    No sci boff also means no hazard cleanse/hull heal nor Sci Team for debuff cleaning (mostly for PvP and Voth content - dem subnucs...).

    Might try it out, but still, it seems too focused and I can see myself struggling with certain types of content.
    Torkaht has enough tac BOFF stations that you dont need AtB. You can get full uptime on FAW/CRF/CSV/* with the 2 Lt stations, you can slot AtSIF, and you can keep AUX high for your sci heals to work better.
    So pretty much how I fly at the moment - swaping CSV and CRF, having a lot of aux for A2SIF and HE2. And as I've said - it's not bad per se, but it's just... boring in a way. I can survive a lot, yet at times I struggle without APO or PH. And if I decide to swap APB for APO I would use it only once per minute - mostly this made me thinking about going single A2B to reduce this cooldown.
    PyKDqad.jpg
  • dahminusdahminus Member Posts: 0 Arc User
    edited May 2014
    So...you dont like crf? then use csv

    You need a cleanse? Get keel'el, warp core cleanser doff

    I agree about the torp...but then again I thought you were only asking about your boff abilities...didn't do anything to your gear.

    http://skillplanner.stoacademy.com/?build=howboutthisv_0
    Another build, hopefully a tad more catered to your critiques

    Still didn't change any gear out
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2014
    suaveks wrote: »
    So pretty much how I fly at the moment - swaping CSV and CRF, having a lot of aux for A2SIF and HE2. And as I've said - it's not bad per se, but it's just... boring in a way. I can survive a lot, yet at times I struggle without APO or PH. And if I decide to swap APB for APO I would use it only once per minute - mostly this made me thinking about going single A2B to reduce this cooldown.

    You dont need APO on long uptime for most things. Use evasive to get around, bust the shield with normal CRF, then activate APO for hull damage buff or for chasing the target down.

    EPtE might also be useful in the extra ensign station. Its hard to manage 3 different EPtX, but its nice to have and definitely makes things interesting.
  • suavekssuaveks Member Posts: 1,736 Arc User
    edited May 2014
    http://skillplanner.stoacademy.com/?build=howboutthisv_0
    Another build, hopefully a tad more catered to your critiques
    Looks interesting. Kinda what I've been thinking if I'd get rid of A2ID. Still, this means little resists, aside from HE basically. No A2ID nor PH.

    The reason I've been using CRF and CSV basically comes down to what is currently needed. I know I could use 2xCSV without that much of a dps loss, but then again it didn't seem right with me, so I've been swapping CRF and CSV. Perhaps it's one of the reasons it didn't deal as much dmg overall as I'd want.

    Might actually think about getting rid of the torp. This would also mean I could change the 2pc KHG for something else. I've been keeping it mostly for torpedo damage buff.
    EPtE might also be useful in the extra ensign station. Its hard to manage 3 different EPtX, but its nice to have and definitely makes things interesting.
    I think I even used EPTE on this ship at one point, but I switched it to A2D and use Evasive+Battery for get around faster.
    PyKDqad.jpg
  • dahminusdahminus Member Posts: 0 Arc User
    edited May 2014
    The torp boost is base damage, instead of 25% you might be seeing a 4%...just not worth it.

    2p borg is always a decent choice...extra hull heal is great.

    Only thing left I can say is. It's better to be good at one thing then be below average in two.

    2 separate builds, 1 for pve and one for pvp. It just makes sense man
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • suavekssuaveks Member Posts: 1,736 Arc User
    edited May 2014
    dahminus wrote: »
    2 separate builds, 1 for pve and one for pvp. It just makes sense man
    Not with Season 9 loadout bug. :> The one that reverts any loadout changes upon ground-space map transitions if not saved properly.

    I'm used to being decent at everything, but not great at anything - I fly a D'deridex. :D
    PyKDqad.jpg
  • nobletnoblet Member Posts: 0 Arc User
    edited May 2014
    Here, non-a2b dhc build with torp. So yeah... a2b is better.;)
    http://skillplanner.stoacademy.com/?build=savtohfixed_0
  • tom61stotom61sto Member Posts: 3,674 Arc User
    edited May 2014
    I'd switch out the Dyson console for the new Undine Rep's Hydrodynamic console and the Grav Torp for the Enhanced Biomolecular to net a nice 7.5% bonus (as in, end-of-calculation) damage to Disruptor. Though, you'd be missing out on the 3% Crit chance of the Protonic Arsenal 2-piece. Have high-yield for the EB torp, as that is what it really shines with(gives AoE damage and slow, from a non-targetable projectile).

    With the current Lock Box's DOff pack, you should be able to get Energy Weapons Officers off the Exchange with chance to reduce cooldown on cannon abilities for a decent price, giving you decent choice as to which you want to run with one copy each of CRF and CSV. Also pick up a pair of purple Conn Officers to reduce Tac Team to global.

    If you have the 6th DOff active slot unlocked, a pair of purple Damage Control Engineers with chance to reduce EPt cooldowns, and then swap EPtW and EPtS places for a bit of extra damage with both on simultaneously a good chunk of the time (Enhanced Manifold Eff. and RSF should make any gaps non-critical). Also, there are DOffs that give a chance to reduce Attack Patterns, but I'm not sure on price, that you could slot a pair of instead.
    suaveks wrote: »
    Not with Season 9 loadout bug. :> The one that reverts any loadout changes upon ground-space map transitions if not saved properly.

    I'm used to being decent at everything, but not great at anything - I fly a D'deridex. :D

    Try saving loadout in non-sector social zone space, switch ships using the button, wait a minute and switch back. Do for each loadout. It got it working on my chars, with only the occasional battery being pulled off on transition.
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