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Building a Fleet Mogh

kimmyyumkimmyyum Member Posts: 0 Arc User
edited June 2014 in Klingon Discussion
Greetings fellow warriors,

I've been thinking of start a new KDF Tac and building a fleet Mogh, revolving around a strong alpha strike/vape with moderate ability to stick in the fight afterwards. I thought A2B was appropriate in this case due to limited tac-station ability slots. Since I'm new to A2B builds, I'd like some feedback on this if possible. I've also done the skill and trait tabs:

http://www.stoacademy.com/tools/skillplanner/?build=dreammogh_0

(If that one Dual Cannon seems weird, it's to keep little slivers of regenerating shields down while the Heavy cannons are still recharging. I want the torps to connect to bare hull you see.)
Post edited by kimmyyum on

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited June 2014
    Ok...your biggest issue is that you don't have an attack pattern

    Next issue is that you have nothing to break free of holds

    Third issue...that omni beam might steal your ddb's BO..id make sure it isn't set to auto fire

    Honestly...if you don't kill that kill off, your pretty much dead.

    http://skillplanner.stoacademy.com/?build=moreaux2b_0
    3 techs, marion, keel'el and an rsp

    Your gonna want points in attack patterns and starship threat. You don't need points in eps for cannons.

    Rap for oh **** button
    2nd aux to keep all 30 sec abilities at near global
    2p borg for more heals.

    Best I can do. Good luck, vape hard
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • kimmyyumkimmyyum Member Posts: 0 Arc User
    edited June 2014
    Good suggestions, thank you!
  • jaegernljaegernl Member Posts: 506 Arc User
    edited June 2014
    Dahminus is pretty much spot on. The second Aux2Bat is going to be a lot more help. However, I'd like to add some suggestions myself:

    (1) I'm not a great fan of the Obelisk Core and the Omni Beam. Not a great fan of Antiproton anyway. Of course, that's only personal preference, but meh. Right now, you'll probably get more mileage out of an Elite Fleet [AMP] Core and two pieces of the Counter-Command Ordinance. The [AMP] core will provide a 9.9% damage boost, and the 2-pc CCO - Mix and match. Turret and console. Console and 2nd console, torpedo and turret, whatever - will provide a 7.5% damage bonus to Disruptor.

    (2) What's with the Elite Fleet Turret? Using it just for the proc? Might as well go full Elite Fleet, or mix and match Disruptor types for proc stacking.

    (3) Beam: Overload 1. It's damage is lack-luster. For PvE, you'll have more fun with a Torpedo: Spread 1. Especially the Gravimetric torpedo from the Voth rep is good fun. The Voth set - Torpedo, console, Proton Beam Array - will boost CritH, CritD and Photon damage. Worth looking into. Of course, you could just go full cannons in the Front and use the Omni-Beam to BO.

    (4) I'm worried the lack of EptS will hurt you. You could switch out the EptE for EptS if you want the damage boost from EptW. If you prefer turn and travel speed, drop the EptW. However, if you've already flown like this, and don't have any trouble, by all means, keep it this way.

    With the Elite Fleet Shield and the Undine T4 [Adapt] passive, you can get a good bit of damage resistance to your shield. If you use those two, you should be able to get away with running no EptS.

    (5) I'm unsure what your skillpoints in Graviton Generators are doing? Move those to the T1 skill Attack Patterns. Off course, if you're not going to run a Torpedo, move the Specilization skill to something more useful. Three points (1-3) in Threat Control provides a decent amount of damage resistance.

    (6) Nine points in Weapon Performance. I've never really gotten that skill. Most ships will comfortly cap their weapon power anyway, and the deminishing returns on that skill are terribad. Three (1-3) points will net you five, while (1-9) will net you 10. Moving up from 6 to 9 will only get you two extra power. Rather large waste of skillpoints. Considering you're also running plasmonic leech, I wouldn't bother with this skill at all, or use three points at the most.

    (7) Using skillpoints freed elsewhere, move Power Insulators up to six. It'll grant you good enough protection to most borg drains, and players will be less able to drain you.
    Isaac the Adequate - Level 70 Oath of Devotion Paladin
  • jaegernljaegernl Member Posts: 506 Arc User
    edited June 2014
    Oh, wait, I forgot that Mogh Special Console is probably boosted by Torpedo skills. If you're going to use that a lot, keep the points in there. But I fear the cooldown is too long to be very useful.

    However, I have no experience with it.
    Isaac the Adequate - Level 70 Oath of Devotion Paladin
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