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Vo 'Quv, Varanus or Corsair for Sci toon?

ryakidrysryakidrys Member Posts: 830 Arc User
edited October 2014 in Klingon Discussion
I recently respec'd my KDF sci toon from a projectile focus, the B'Rel is fun to fly but difficult to not draw aggro with and have B'Rel killing torpedoes after me in Borg STFs, to a energy weapon focus. I'd like to try a science focused ship and build. It looks like the fleet Vo 'Quv, Fleet Varanus and the Fleet Corsair are good science heavy options. I know that BOP's can do it too, and the Fleet Norgh can be an especially nasty ship with a science focus. I'd like to try something a little different and thought the three other ships mentioned above might be worth a try.
I rarely see any of these three ships in randomly joined STFs/ missions, so your thoughts on them as well as build/ setup advice are welcome.
Post edited by ryakidrys on

Comments

  • synthiasuicidesynthiasuicide Member Posts: 458 Arc User
    edited June 2014
    Well I just recently got the fleet Corsair out of boredom and wanting something new to play with. And I'm loving it.
    Going with a Plasma Build. and using 4 Embassy Sci Threat consoles brings the ship up to basically a 4 tac console ship + boosting Grav wells and such with them consoles.
    Plus 8 weapons and a hanger bay.

    It's a lot of fun, and good DPS. Can't speak of the other two.
    [SIGPIC][/SIGPIC]
  • generator88generator88 Member Posts: 698 Arc User
    edited June 2014
    Well, I've got a Vo'quv (non-fleet version) on my Klingon sci captain, and love it. She uses GW3 & TR2 as her main science abilities, with two wings of BOP in the hangar bays (1 B'rolth & 1 Qawdun at present). I really like it. I'd post a link to a build but right now I'm not able to get through to the stoacademy site. But if you're in the market for carrier-style sci, I don't think you can go wrong with that ship.

    Later on,
    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...!)
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited June 2014
    Varanus is a really middling ship, its not great but its not awful either, just kind of does its thing as KDF's only faction science ship (not counting the temporal or dyson specials). I use mine for basic CC and damage, drop Gravwell 1 to hold a group, Tyken's 3 to drain them, sensor scan to nerf them down, TB and TBR as needed, then shoot the beam weapons at whatever. Only 3 tac console slots but its a science ship so you get Sensor Analysis for a nice all-damage buff. Also the Lt engi station can be setup with EPtA2 which can be a big help if you have the Nukara T4 rep passives, also helps in PVP to let you see cloaked ships easler since Varanus gets the detection bonus for science ships, or you can just run EPtW2 if you are only looking at PVE. Lots of shields, not much hull, not a lot of engi stations (even though it has more than many of the fed sci ships). my fleet varanus

    Vo'Quv is science-friendly but its not a true science ship (no Sensor Analysis). The Fleet Vo'Quv has the second highest hit-points in the game (only after the Advanced Obelisk) but the shield mod is kind of low at 1.1 (vs ~1.4 for fleet science ships) so its not as amenable to shield tanking as things like Recluse. Like all carriers, its only got 2 tac consoles. Basically its a carrier and has to be flown that way for maximum return, using your large number of sci and engi stations to support the pets while you hold/debuff the target. my fleet vo'quv

    I dont have the Fleet Corsair but its on my long list. Its got a weird layout that I have not thought about how to exploit. I mean, its got 8 weapon hard-points but only 2 tac consoles and a single lt tac BOFF station :confused: which means you're not going to be doing any significant damage with all those weapons unless you rely on EPtW3 and stack whatever buffs you can find (2pc disruptor, rom plasma, etc), which is not normally the way things go for science ships. Maybe ignore damage and exploit the high-level engi for other things, like Warp Plasma or Boarding Party, or use Aceton Beam DOFF in conjunction with the Romulan T4 rep passive and Voth AP beams to keep enemy weapons down/weak. Dunno, its a weird layout.
  • coolheadalcoolheadal Member Posts: 1,253 Arc User
    edited June 2014
    Vo'quv (non-fleet version) I been using this when the KDF Toon had reached level 40 way back. Now this star ship really moves and turns on a dime along with mixure of weapons always anti-proton 6 (3/3) along with torpedoes. I see everyone has a different weapons payload setup. Mine seems to be working very well. The hangers I got rid of the default and got with the higher B-of-prey those are larger than the 12 you get. But only 4 you can launch. The sensor array would be nice to have, but again another missing feature along with the cloak.
    [SIGPIC][/SIGPIC]

    Time will only tell!
  • wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited June 2014
    My sci cat has the Kar'fi i think its the best carrier in the c-store just thought i would add this as a option
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  • policestate76policestate76 Member Posts: 1,424 Arc User
    edited June 2014
    Yup, you forgot the Karfi carrier. It is a serious option for science character. I will say better than the varanus and the corsair and par with the Voqu. I have the mirror Voqu and the Fleet Karfi, and well, i only can say good things about em. Actually you have more options than you think about science ships for kdf.
  • ankokunekoankokuneko Member Posts: 318 Arc User
    edited June 2014
    mirror voquv has a better boff layout than fleet voquv, but yes karfi is the best carrier ingame (beats jhdc even) and if you spec it to a drain build with 4 flowcaps consoles you can make those elite tac cubes have no shields and fire pea shooters at you.

    And do not forget the DSD, that is also quite good
    jFriX.png
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited June 2014
    If we're talking about $$ ships then the Korath temporal sci, or the Chontay DSD, are going to be the best of the KDF science ships. They both make the Varanus look like the fool's choice.

    Vo'Quv is not a science ship, its a carrier, so it doesn't really compete in the same way.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2014
    The only thing the Veranus is good at is team support / healing. This is due to the C-Store Veranus' Repair Platform Console. You can sprinkle several Repair Platforms across the map. Any friendly ships in close proximity will get 2 hull repair drones, and given time, 4 total. This makes the Veranus shine in keeping everyone's hulls in tip top shape without utilizing hull repair abilities. I'm not saying it's so good that you need to skip out on hull repair abilities, but the drones greatly makes it easier. The platforms stay in place for quite a while.

    That said, the Veranus is a very low TAC & ENG count ship. You will be hard pressed to do a lot more meaningful things outside SCI.

    If you can make a very high SCI count ship like an Intrepid shine, you may find something with the Veranus.

    The Dyson Science Destroyers are another route. More TAC focused and has the option of changing into a more Escort style. A word of warning: The consoles heavily lean towards Proton Damage. The DSD ship pack, Dyson Space Set (which IMO synergizes with the DSD the best), if you want the full effectiveness towards Proton dmg, is a very expensive route.

    Temporal Science Vessels. Considered the best or among the best Science Vessels in the game. But they're expensive. Very flexible BOFF layout and maneuverable. But again, very expensive on the exchange.

    Vo'Quv is quite capable of doing a lot of things. The BOFF layout allows this, on top of having 2 full hangar bays. The ship is sturdy as hell and has even been the bulwark in KDF PVP teams since STO released. Whether you do the standard Vo'Quv, Mirror version, or full fledged Fleet version, you can do a lot of things with her. Her one weakness is shared by all full carriers outside the Kar'Fi... she moves and turns terribly.
    XzRTofz.gif
  • tom61stotom61sto Member Posts: 3,635 Arc User
    edited June 2014
    If I ever rolled a KDF Sci toon, it'd very likely end up in a Fleet Kar'fi, like the one on my Tac toon. Full Commander Sci for Sci goodness, Lt. Comm and Lt. Tac for more firepower, 4 Tac consoles, 4 Sci consoles, dual hangars with pretty decent frigates available for it, 7 hardpoints and a base 8 turnrate. Not quite as tanky as other the other ships you mentioned with only 2 Eng consoles and a Lt. Engineer, but it can still hold it's own with a 1.32 shield mod and about the same base hull as the C-Store Mogh, particularly now after the changes making Sci team viable for shield healing (whereas for most of the C-Store's life and part of the early Fleet Kar'fi life, you had only EPtS viable, which is hard to fit on a ship with only a Lt. Eng).

    Vo'Quv is nice, but very slow and limited Tac output with 3/3 layout and 2 Tac consoles. It's slow enough that even the 135 degree Science powers (most offensive powers currently) it can be hard to swing the nose to use those powers when broadsiding, though you can slap on some RCS to help that out.

    Not done the Fleet Corsair, but have had the Marauder which is similar, never liked it, one hangar, and limited Tac output.

    Not done the Varanus at all, but seems out-classed by most newer Sci ships, and very outclassed compared to the flexibility and firepower of the Vesta Fed side.
  • synthiasuicidesynthiasuicide Member Posts: 458 Arc User
    edited June 2014

    I dont have the Fleet Corsair but its on my long list. Its got a weird layout that I have not thought about how to exploit. I mean, its got 8 weapon hard-points but only 2 tac consoles and a single lt tac BOFF station :confused: which means you're not going to be doing any significant damage with all those weapons unless you rely on EPtW3 and stack whatever buffs you can find (2pc disruptor, rom plasma, etc), which is not normally the way things go for science ships. Maybe ignore damage and exploit the high-level engi for other things, like Warp Plasma or Boarding Party, or use Aceton Beam DOFF in conjunction with the Romulan T4 rep passive and Voth AP beams to keep enemy weapons down/weak. Dunno, its a weird layout.


    Yeah, the tac boffs were the reason I always hesitated to pick it up. But with 2X conn doffs to get Tac team to global, and 3 Energy Weapons Doffs to roll the dice on FAW, It does work. I can keep FAw and tac team up pretty much most of the time.
    Along with Them SCI consoles and Rom Weapons and 2 Piece Figured it'd be a fun exercise. And it does work. A lot better then I thought, haven't parsed it, but it feels good and love the ship design.

    I also have the Fleet karfi, and yeah that's a beast. Just got boring after awhile. I Dunno I like smaller ships, more action or whatever. The bigger the ship is the Smaller an impact all weapons make. Your zoomed out farther I guess. I may go back to it at some point. But wanted to see how good I could make the Corsair. And I wouldn't compare the Corsair to the marauder at all. Having access to Grav wells is a plus the Marauder can't do.
    [SIGPIC][/SIGPIC]
  • ovinspaceovinspace Member Posts: 310
    edited June 2014
    When I first got a klingon I wanted the Corsair, looking at it now the 2 tac boff slots gives very little freedom once you put tac team 1 in there. The special hangar pet the tachyon drone doesn't get much forum love. Its far from clear what it best roles would be with minimal tac abilities, single hangar, engineer heavy boff seating and moderate hull. Looks like a ship thats been bypassed a bit.

    The VQ is good but needs investment in turn-rate to make it flyable, the BOP pets look really klingon but are probably not the best possible for any situation, that said their durability makes them feel like part of your crew rather than endlessly spawning fighters.

    The Karfi drops subsystem targeting for firepower, most people would take that. The frigate pets in their elite incarnation should be absolute beasts in PVE and can only be launched from the ship - HY3 with tric and chroniton torps, rapid fire 3 on cannons and a tric mine and aceton beam. Do not be put off by running a sci toon, the sci capts abilities are great on non-sci heavy ships.

    For PVE the elite rom or stalkers are probably best and for pvp the orion interceptors, throw in elite frigates for fun and power siphons.... Pet collecting can get really expensive.
  • coolheadalcoolheadal Member Posts: 1,253 Arc User
    edited June 2014
    Vo'Quv with Console - Engineering - RCS Accelerator XII Common/UnCommon +35% turn rate will make her turn better. Rare +38% and Very Rare +40% (seems to be the max) Dyson Universal Console XII to boost the turn rate by additional +23% a a few other features can should make it +58% turning rate.
    [SIGPIC][/SIGPIC]

    Time will only tell!
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited June 2014
    ovinspace wrote: »
    When I first got a klingon I wanted the Corsair, looking at it now the 2 tac boff slots gives very little freedom once you put tac team 1 in there. The special hangar pet the tachyon drone doesn't get much forum love. Its far from clear what it best roles would be with minimal tac abilities, single hangar, engineer heavy boff seating and moderate hull. Looks like a ship thats been bypassed a bit.
    Might be able to make it work with a single Aux-to-Bat although that would also be very strange for a science build.

    Honestly I think it would be best flown with an engineer captain, using sci for support (heals, cleanse, and some cc) instead of offensive spells.
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited June 2014
    I am good with engineering heavy builds on slow movers, as the mirror Vo 'Quv is. Those ships make good tanks, and the mirror Vo 'Quv is very tanky. I'm ready to learn something different.

    The Varanus seems like a KDF version of the DSSV, which is often passed over since it's not a DPS ship. It seems from the posts so far that the corsair is similarly passed over for the same thinking. The dyson sci ships seem to be trying to be everything in one ship to me, but not good at anything. Maybe I'm wrong.
    A science heavy ship doesn't have to be a DPS focused build for me. I'm totally cool with using it as a support craft, as long as I'm not wasting abilities waiting all day to use one heal or ability. When I originally started playing STO, I wanted to run a support craft, but found I was better at "support" by taking aggo and healing my ship while my teammates could have a heavier damage focused build. So, a science focused ship may not be the tank or the DPS master, but I'm willing to put effort into learning how to make use of science abilities. I switched to a torp build and a B'Rel for 6 months and had a blast, just because I wanted to learn how to run a torp build. It's time to take my science toon, get a science ship, and make good use of it.
    I was thinking of the Varanus, corsair or fleet Vo 'Quv.

    Thanks to everyone who have provided insight so far. Keep it coming!
  • ovinspaceovinspace Member Posts: 310
    edited June 2014
    Performing a support role in pugs is tricky because you don't know who has the dps, with a carrier its easier to put out some dps and support and you can tank.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2014
    As a longtime fan of the Vo'Quv, IMO, it's not as imperative to make the ship turn better due to the normal functions of the ship.

    A number like to use the Vo'Quv as a beamboat. Works out fine, circle the outer or middle ranges and keep blasting away. When your forward arc sci abilities like GW are getting ready to come online, start turning towards the target, use it, then turn back to broadsiding. You don't need great turn rate for that.

    Another popular way is using the Vo'Quv as a Siege Ship. Standing off at the longest ranges possible and blast away with forward weapons. Dual Beams work great, but Torpedoes are even better. Torps only need the most minimal Weapons Power to function. This allows you to divert more energy to Aux & Shield Power and become even tougher. While energy weapon damage decreases with range, you don't need to worry about this with torps. Still, a HYT3 with Enhanced BM Torpedo at 9.9km range hits just as hard as you firing it at point blank range. Rom Hyper-Plasma Torps with Projectile Weapon Officer DOFFs have long been a popular long ranged Siege Ship weapon. Another advantage to this form of fighting is that everything tends to be in front of you once you're in position due to your arc and standoff range. Your allies will be in your front arc and you'll see everything and provide support quickly from that perspective.
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  • tom61stotom61sto Member Posts: 3,635 Arc User
    edited June 2014
    Another popular way is using the Vo'Quv as a Siege Ship. Standing off at the longest ranges possible and blast away with forward weapons. Dual Beams work great, but Torpedoes are even better. Torps only need the most minimal Weapons Power to function. This allows you to divert more energy to Aux & Shield Power and become even tougher. While energy weapon damage decreases with range, you don't need to worry about this with torps. Still, a HYT3 with Enhanced BM Torpedo at 9.9km range hits just as hard as you firing it at point blank range. Rom Hyper-Plasma Torps with Projectile Weapon Officer DOFFs have long been a popular long ranged Siege Ship weapon. Another advantage to this form of fighting is that everything tends to be in front of you once you're in position due to your arc and standoff range. Your allies will be in your front arc and you'll see everything and provide support quickly from that perspective.

    This build seems entirely directed toward Borg STFs, but Borg STFs aren't the only end-game PvE anymore. Anything remotely capable of moving is not going to stay in your torpedo arc very long. You'd struggle in the Undine Battlezone against anything but the PKs. You'd do well against the Crystaline entity itself, but any Tholians spamming disables from your sides you'd have a hard time countering. Voth PvE varies, fixed structures you'd own pretty easily, but your torps aren't going to do much to an easy to line up Citadel, unless you can strip shields very well too. Fleet Alerts, the few that you can get to pop KDF side, need big arcs or fast ships. Heck, you'd struggle as a guard in Elachi Alert, though pets mop things up easily enough if you can keep them wrangled on targets.
    ryakidrys wrote: »
    A science heavy ship doesn't have to be a DPS focused build for me. I'm totally cool with using it as a support craft, as long as I'm not wasting abilities waiting all day to use one heal or ability. When I originally started playing STO, I wanted to run a support craft, but found I was better at "support" by taking aggo and healing my ship while my teammates could have a heavier damage focused build. So, a science focused ship may not be the tank or the DPS master, but I'm willing to put effort into learning how to make use of science abilities. I switched to a torp build and a B'Rel for 6 months and had a blast, just because I wanted to learn how to run a torp build. It's time to take my science toon, get a science ship, and make good use of it.
    I was thinking of the Varanus, corsair or fleet Vo 'Quv.

    It's been my experience in PuGing various PvE, that the best way to support your team is to do good DPS, which is why so many focus on it. Science can actually help in that regard, balling things up in a ball with Gravity Well and letting loose other AoEs into the clump can kill large groups quickly, removing those from potentially harming your teammates, far more effective than in keeping your teammates hulls' up than a long cooldown Hazard Emitter. You can still have cast-able heals at the ready on most of the ships mentioned, but most of the time a good high-DPS team won't need them. Helps you score in CCE, though.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2014
    tom61sto wrote: »
    This build seems entirely directed toward Borg STFs, but Borg STFs aren't the only end-game PvE anymore. Anything remotely capable of moving is not going to stay in your torpedo arc very long. You'd struggle in the Undine Battlezone against anything but the PKs. You'd do well against the Crystaline entity itself, but any Tholians spamming disables from your sides you'd have a hard time countering. Voth PvE varies, fixed structures you'd own pretty easily, but your torps aren't going to do much to an easy to line up Citadel, unless you can strip shields very well too. Fleet Alerts, the few that you can get to pop KDF side, need big arcs or fast ships. Heck, you'd struggle as a guard in Elachi Alert, though pets mop things up easily enough if you can keep them wrangled on targets.

    And the Borg STFs are the only STFs that matter for most parts.

    Have you seen what a properly skilled up and powered Grav Well can do? How far away it can pull ships and objects from back to the center? How long they last? Sure, they may "jump" like Undine ships. But so what? They reappear and they get yanked into the GW anyways. It doesn't matter.

    The only other space STFs that people actually play with real regularity is Crystalline Entity. Siege style works perfectly. Nobody in their right minds plays Voth, Undine STFs. Very few people do Azure Rescue & Vault Ensnared.

    Undine BZ? Everything piles into one general area for most parts. The only place that a Siege Vo'Quv would be irritated for play is the Fed Hamburger Capture Zones. But the Rom, KDF, Planet Killer stuff? The fighting gets centralized. Also, a good Gravity Well from the siege Vo'Quv will pull most of the ships into the arc it was fired into. Mobility issue solved. Same in regular mission play.

    If you play the Voth space zone, again, all the targets are usually fixed into one area when engagement starts. Gravity Well fixes the issue, yet again. The only things that move around are the Voth Citadels. But they're not exactly Defiants. Gravity Well and pull every Voth ship into the Citadel ship. GW wins again.

    Regular mission play isn't an issue. The NPCs are so dumb. Besides, unless it's a structure or super massive ship or cube, Gravity Well fixes the problem. If it doesn't, then you can standoff and pulverize the target at range, at your leisure. Let the Escorts and Cruisers take all the shots in the face.

    Now, I will concur a Beamboat Vo'Quv is friendlier to play in terms of energy weapon firing arcs. Broadside, broadside, broadside. However, a number of the best offensive science abilities are forward arc. So you'll have to play the turn game also to make use of your high end sci abilities (to include SNB if you're a Sci Captain).

    But there's more than one way to play any ship.
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  • coolheadalcoolheadal Member Posts: 1,253 Arc User
    edited June 2014
    Stock
    Vo'Quv turn-rate with the extra consoles works for my version of it. I have never seen the Mirror version but looking at the features of it I am better off with what I have. I have two other Mirror Versions

    Mirror
    Vor'cha battle cruiser - 4/4 (8) weapons slots +10 weapons / +10 Aux (2) EG & SC consoles
    Somraw Raptor refit - 4/3 (7) weapons powerful has two science concoles +15 weapons (2) TC & 2 SC consoles

    Out of these two I like Somraw Raptor Retit

    I need two SC consoles I see the Mirror version of the Vo'Quv only has 1. Anyway with the extra turning I can steer ship around and ram it down the 8742 battles. Would nice it if had the 4/4 (8) weapons payload instead of the 3/3 (6) weapons payload.
    [SIGPIC][/SIGPIC]

    Time will only tell!
  • catliketypingcatliketyping Member Posts: 611
    edited June 2014
    For PVE, the turn rate on the Vo'quv isn't an issue. It's not like it is a mystery where Borg Probes or Crystalline shards come from. So it shouldn't matter unless you're in a PUG with complete idiots, and then you're already in trouble, turn rate or no.

    It's a little more annoying in Undine battlespace, but usually things die so fast, why worry about grav wells? Standing off & managing pets is fine against the Undine.

    I don't really care about doing damage directly with my Vo'quv. I guess a siege thing might be cool, but I'm slotting Flight Deck DOFFs & not going to worry about Projectile DOFFs to make a torpedo loadout work. I don't max out my weapon energy when I run my Vo'quv, so there's more for Aux as it is.
    Nessia (KDF Sci)
    IKS Korrasami (Fleet B'rel Bird of Prey Retrofit T5-U)
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2014

    I don't really care about doing damage directly with my Vo'quv. I guess a siege thing might be cool, but I'm slotting Flight Deck DOFFs & not going to worry about Projectile DOFFs to make a torpedo loadout work. I don't max out my weapon energy when I run my Vo'quv, so there's more for Aux as it is.

    Rom Hyper-Plasma + PWO DOFFs was the long accepted format, but there's other less costly methods in terms of DOFF space these days

    There's lots of ways to boost Photon Damage as we all know, and my favorite right now for "Siege" weapons is HYT3 with the Enhanced BM Torp, which the Vo'Quv can easily do. Or Torp Spread 3 with the Dyson Grav Torp, which should be pretty good with a properly specced Vo'Quv.

    Like you, I typically don't have high Weapons Power on a Vo'Quv, so the torp method is suitable, esp. since the Vo'Quv has a LtCdr TAC station.

    However, it's been at least more than a year since I used Flight Deck Officer DOFFs.
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  • staq16staq16 Member Posts: 1,181 Arc User
    edited June 2014
    I run a Varanus exclusively on my Gorn Sci alt, mainly for thematic reasons.

    It's not a bad ship, especially for a 2010 design - clearly it lacks the flexibility and shiny toys of the Vesta family, but it has a strong USP in the shape of its hull repair drones. While slow for PVP use, it's a unique console that allows you to quickly heal multiple allies as the platforms have a low respawn time.

    On the Fleet version, you also have a third Tac console slot which can somewhat compensate for its lack of Bridge Officer skills in that area.

    Overall though, the clue's in the name - it's a support ship for healing / CC.
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited June 2014
    Well, I think I'm sticking with the Vo'Quv for my science Klingon toon, but I may switch away from the mirror one to the regular or fleet one.

    thanks for all the input.

    Qapla'!
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited July 2014
    Big fan of the Fleet Corsair. Probably my favourite ship in the game. Although now that I just won a Bulwark, my opinion might change lol simply because it can pretty much do the same setup as the fleet corsair if I want, but has the flexibility to try other boff layouts.

    Fleet Corsair is best suited to control setups and banking on exotic damage. Being an engineer I like tanking and it does handsomely at that, though for sci captains you'll probably want to use [-Th] consoles
    See the link in my signature for how mine's setup.
    Essentially:
    - Plasma weapons, with full romulan singularity harness set for the hyperflux (essentially gives you an attack pattern beta every 2 mins, good enough for PvE and the odd boss or high HP thing to kill)
    - Pile in the fleet particle gen consoles to further boost plasma and exotics (EWP3, TBR1, GW1 & FBP1)
    - Doffs 2x Conns for TT1 doubling, 1x Grav-well to spawn more, 1x FBP to proc damage resist debuff, 1x TBR reversal to pull your victims into your EWP trail :D


    The limited parsing I've done with my build has me averaging about 20k DPS and can spike up to 24K when all my powers line up well. Not to shabby for an engineer in a ship with such limited raw tac ability.

    As a sci captain, if you want something maneuverable (compared to VoQuv) and tanky, Fleet Corsair can be quite an epic ship. One of the most manoeuvrable cruisers in the game too with stock 8 base turn rate.
    If you like to debuff and use "tricksy" sci skills etc it's worth a look in that case too, with a good helping of medium sci boff skills, and commander engy for things like Aceton Beam 3 or Boarding Party 3 the engy boff can compliment a sci well in that respect.
    Also has IMO the best layout for a healer in the entire game. ET3, A2SIF3, ES3, HE3, TSS3, ST3 are all able to be slotted or with multiples of their level 2 versions. So should apeal to any Scis into that as well.


    But, if you like more powerful sci skills, VoQuv is the defacto premier sci ship for KDF.
    AFMJGUR.jpg
  • codyfrostcodyfrost Member Posts: 0 Arc User
    edited October 2014
    Hi, can you tell me where to buy the Qaw'dun? I own a Vo'quv (not mirror or fleet, the original one), but can't seem to find the vendor. I know they're only available on a fleet starbase with Tier 5 Comm Array unlocked. A friend invited me to his starbase, but I couldn't find the vendor selling them (and neither could he).

    Fleet spires sell hangar pets, but his Tier 5 fleet spire only had obelisk pets... Where can I find the Qaw'dun?
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited October 2014
    codyfrost wrote: »
    Hi, can you tell me where to buy the Qaw'dun? I own a Vo'quv (not mirror or fleet, the original one), but can't seem to find the vendor. I know they're only available on a fleet starbase with Tier 5 Comm Array unlocked. A friend invited me to his starbase, but I couldn't find the vendor selling them (and neither could he).

    Fleet spires sell hangar pets, but his Tier 5 fleet spire only had obelisk pets... Where can I find the Qaw'dun?

    The NPC that sells all other non-Obelisk Elite Hangar units is at the main Fleet Starbase itself. As soon as you beam in, it's the same NPC that sells Fleet Weapons, Shields, Deflectors, etc.
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  • codyfrostcodyfrost Member Posts: 0 Arc User
    edited October 2014
    Thank you! I'll go have a look! :3
  • codyfrostcodyfrost Member Posts: 0 Arc User
    edited October 2014
    Odd, I've already checked out that NPC, and he doesn't have it. :/

    I can only assume my friend is mistaken, and his starbase isn't Tier 5, or else they haven't got Comm Array Tier 5 yet...
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