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cure found stf

cnidaria22cnidaria22 Member Posts: 10 Arc User
There seems to be 4 things needed to make the cure found a success

1. Tactical team 2

2. Engineering reverse shield polarity 2, transfer shield strength 3, engineering team 1 and 2

3. Science team 1.

That is just needed to have one ship sit and gaurd kang with one other ship for back up. The other 3 players need to be hitting the cubes hard.
Post edited by cnidaria22 on

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  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2014
    cnidaria22 wrote: »
    There seems to be 4 things needed to make the cure found a success

    1. Tactical team 2

    2. Engineering reverse shield polarity 2, transfer shield strength 3, engineering team 1 and 2

    3. Science team 1.

    That is just needed to have one ship sit and gaurd kang with one other ship for back up. The other 3 players need to be hitting the cubes hard.


    Hahahahahahahahahahahahahahahah No. You just need 2 Players with 5k dps that can hold the spawns. Hell, even one is enough, while the rest kills the cubes either one at the time (RML, if not high DPS), or each one cube (if high dps).
    If you have to heal the kang, you already did something massively wrong. Then yes, Tactical team and Hazardemitters as well as TSS help, but thats only after something went wrong. And its one of the best way to ensure failure, as you take away teamdamage. Attack enemies right after they spawn, dont camp over the kang. Thats not only unefficient, its near leeching.


    All you need is a bit over pet-level dps and a bit Crowd control, and everything is shiny.

    There are also tricks for low-dpsers:
    1. Attack BoPs only from aft or sides.
    2.Atack raptors from rear, destroy the first raptor, target then shields of the other two (rear shields), so the explosion of the forward raptor hit them on the blank hull when they pass them, and you only have 20-30% hp left to deal with.
  • razar2380razar2380 Member Posts: 1,187 Arc User
    edited July 2014
    If 4 players go to one cube, and start work there, then one person can go to the other two cubes and kill BOP there. The four man group should also kill the BOP that spawn from their cube also, (though many times the four man group can't seem to get that idea).

    Like the post by woodwhity says, don't ever sit over the Kang. If you do, and the enemy is within 10 km of you, then they are in 10 km of the Kang. They will fire more shots at the Kang than at you, and this means damage to the Kang.

    The best thing to do is take the fight to them. If you start attacking the BOP before they get 10 km from the Kang, then they will not fire back. If you run to them, and stay a little below them, then it is possible to start attacking them near the cube without getting hit by the cube.

    After the first cube goes down, then the other four players should help kill the Raptors quickly. Then they should go to one of the other cubes, and begin work. They should focus on anything that spawns from the cube they are working on, so the solo player needs to only worry about the spawns from one cube.

    The strategy that woodwhity mentioned about hitting them from behind so that the explosion from the first ship takes out a good chunk from the others is a good tactic. Just be careful getting close to the cube when you do it. And, most important, ask for help if you need it. Though there are some that only care for DPS, and will only attack the probes and cubes, there are still a lot of players that care about team work, no matter how much, or how little DPS they can do. If you need help, then ask for it before the ships get in firing range of the Kang, and you should be okay.

    Something else that might help out, as long as the last cube is destroyed, you can talk to the Kang, even while other enemy ships are in the map, and send it on it's way. You don't need to kill the ships before hand, just all three cubes. You will need to kill them before the last enemy comes out, but not to send the Kang on it's way. Also, to beat the last enemy, just forget the BOP pets it spawns. They will disappear when the boss is killed. (This boss will not cloak like Donatra will in The Vortex. Therefore, you can get within 5 km, unlike with Donatra, which causes her to cloak a lot more.)

    Remember, it is better to ask for help, and end up not needing it, than to wait till it is too late to ask for it.

    After the second cube is down, then everyone goes to the cube left, and kills it, while taking out the N'Vars that spawn.

    If all 5 players have low DPS, but can work as a team, then the STF can be done on elite with no problems. Team work is good to have in any STF, or PVE. And, in The Cure, it is possible to complete it with a low DPS team, and the Kang never get hit.
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  • bendalekbendalek Member Posts: 1,781 Arc User
    edited July 2014
    woodwhity wrote: »
    Hahahahahahahahahahahahahahahah.
    Agreed ...

    Babysitting Kang is not parking on top of him and healing him, it's dealing with the low level BoP and raptor spawns BEFORE, they get anywhere near Kang.

    These days, with the current level of power creep, even in a PuG, you really only need one person to babysit Kang and deal with the BoP's. I' would recommend an escort for the job, but just for ease sake really, as long as you have half decent DPS, and reasonable speed, it's easy.

    A second player, might need to keep an eye out, just in case the babysitter is a little slow in dealing with one group of BoP's, and can't get to the second group before they get to within 10K's from Kang and fire their HY Plasma torps, but that's rare or never in a Pre-Made, and only might happen in a PuG on occasion.

    Basically in a PuG, if you feel confident about your DPS, you should babysit Kang yourself. This holds true for any PuG really, If you go in assuming YOU are the only decent player, and the only one who knows what they are doing, it usually works out better ... i.e.

    You use GW on the Nanite spheres in ISE
    You Babysit Kang in CSE
    You Kill the Probes in KSE

    Never, ever, EVER, PuG HSE (Hive onslaught Space Elite) ... NEVER!

    In a pre-made, you either all have so much DPS, that it don't really matter (even agro'ing all cubes at once in HSE) or you should be deciding before you start who is doing what ... Who's babysitting Kang, who's doing Probes etc.
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  • worffan101worffan101 Member Posts: 9,518 Arc User
    edited July 2014
    Since somebody should probably do this sooner or later: I would say that the best ships per faction for the trinity are as follows (assuming you're pugging and doing all the important stuff while everyone else plays Captain Hero and shoots the gate at ISE before blowing the transformers or something):

    ISE:
    Rom: Scimitar.
    Fed: Vesta for probe duty, FPER for raw DPS.
    KDF: Mogh.

    KASE:
    Rom: Scimitard.
    Fed: Avenger. Overall best, does great solely on probe duty too.
    KDF: Mogh. BOPs and fleet raptors are good, too. I've seen fleet Vo'quv carriers with elite BOPs kick major butt, too.

    CSE:
    Rom: Scimitard.
    Fed: Avenger; FPER in a pinch, although Avenger has better survivability.
    KDF: Mogh, any fleet BOP or raptos, fleet or mirror vo'quv with two hangar bays of frigates, Kar'fi.

    For Hive Space Elite, you NEED a premade with the following:

    --Seriously good sci ship, built for drains and debuffs; Vesta or Voth palisade, fleet nova is good too.
    --Big cruiser to FAW death balls. Go with Oddy, bort is pathetic. Scimitar works OK too.
    --3 DPS boats, use escorts or battlecruisers.

    As said above, NEVER under any circumstances PUG HSE. You WILL fail.

    NOTE: Everyone has their favorite ship for every STF. These are just the ships that I've seen perform best in critical roles in PUGs. Feel free to take them with a grain of salt.
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited July 2014
    Wow. OK.

    After more than 1500 runs on KASE.

    Any ship can guard Kang. 5K dps min, preferably with some sort of mob control.

    If you're new to this, then an tac escort will have a slightly higher chance of success than ANY sci ship.

    While the rest of the team 4 man's RML, the guard races mid and takes out the first 2 bops within 13K of the cube. He then pivotes to the left set of bops, throws a GW and kills the next two.

    The GW is really an insurance policy. I prefer my Kang untouched ;)

    Repeat as necessary for slow teams. Stay on the Right cube for spawns for fast teams (they will intercept the raptors after the first cube drops).

    Science ships work great here. In fact If you time with your team well, instead of GW'ing the raptors after the left cube blows, wait to GW the Nehgvars instead. Focus your fire with timely well placed HY Romulan Torpedos. Salt and pepper to taste.

    If you have higher dps, you can take out a couple of generators as well.

    As for best ships, well...

    My current fave is the Fleet Hanom Guardian for it's versatility. Scimis are too easy.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2014
    D'D is loads of fun if you are good at flying slow ships. Projected singularity, when used right, does ridiculous damage in Borg missions.
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  • razar2380razar2380 Member Posts: 1,187 Arc User
    edited July 2014
    I think everyone has their favorite combination of ships for each of the missions. 5k DPS is a decent goal to reach for, though if using a combination of DBB, and cannons, you will be okay with 3-5k DPS. The reason is because with the right build, a DBB and cannon combination can do less DPS over an STF, but will kill things faster.

    GW is a nice science skill, but not needed if you prefer to stick with heals for taking on cubes, or gates. With at least 5k DPS on most beam boats, you can kill the first set of BOP quickly, then use Evasive Maneuvers to get to the others before they are close enough to get to the Kang.

    The Hive is fun to play (whether PUG, or premade). It can be done with a group of 5k DPS (or less with the DBB/cannon build) ships on normal. If done on Elite, then you would be better with a high damage group. A group of Scimitars, Avengers, Mogh, etc. can do it faster, if they are set to do high damage. That doesn't mean it cannot be done with other combination of ships.

    If you know what you are doing, and the optional is not the most important thing for you, then it can be PUG'd on Elite. There are key places to set when the two tampon looking Borg ships come out. These places will help keep you from being hit by the lance.

    Also, if the left one (left in relation to the respawn point) is the first one you take out, it will help anyone that respawns to make it back into the fight with less of a chance to get lanced before making it back in.

    There are different tactics for some of the STFs. For PUGing, some will work better than others.
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  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2014
    worffan101 wrote: »
    CSE:
    Rom: Scimitard.
    Fed: Avenger; FPER in a pinch, although Avenger has better survivability.
    KDF: Mogh, any fleet BOP or raptos, fleet or mirror vo'quv with two hangar bays of frigates, Kar'fi.


    Actually the Arkif will outperform a Scimitar in CSE in a pug. CSE is a DHC-Map.



    As for HSE: Yes, you shouldnt pug it, the failure risk is very high. On the other hand it is the only challenge when pugging, and you can learn a bit more about positioning and playstyle.
  • captainpugwash1captainpugwash1 Member Posts: 908 Arc User
    edited July 2014
    Last team i played CF with, no guard, take out BOPs, all attack the same cube but keeping an eye on others, after taking out first cube 4 attack the next with 1 with GW annoying the last, you can roughly time when the next wave of BOPs or Raptors are due.

    I use a Elachi Escort.
  • worffan101worffan101 Member Posts: 9,518 Arc User
    edited July 2014
    woodwhity wrote: »
    Actually the Arkif will outperform a Scimitar in CSE in a pug. CSE is a DHC-Map.



    As for HSE: Yes, you shouldnt pug it, the failure risk is very high. On the other hand it is the only challenge when pugging, and you can learn a bit more about positioning and playstyle.

    You should see my DHC scimi in CSE. With the turn rate boosts I've loaded it with I daresay it outperforms the Ar'kif. Plus, it tanks like a dream.
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2014
    worffan101 wrote: »
    You should see my DHC scimi in CSE. With the turn rate boosts I've loaded it with I daresay it outperforms the Ar'kif. Plus, it tanks like a dream.

    Mmh I pug CSE with my arkif easily over 20k and under 5min. You dont need to tank if anything dies within a few second of nice DHC-fire. Though my arkif also features this.
    Though it might be Captainspecific, I am a generalist, getting all ships to its maximum. Or Classes on ground ;)
  • worffan101worffan101 Member Posts: 9,518 Arc User
    edited July 2014
    woodwhity wrote: »
    Mmh I pug CSE with my arkif easily over 20k and under 5min. You dont need to tank if anything dies within a few second of nice DHC-fire. Though my arkif also features this.
    Though it might be Captainspecific, I am a generalist, getting all ships to its maximum. Or Classes on ground ;)

    Yeah, my Scimitard does 10k DPS with no fleet gear whatsoever. With my fleet and lobi gear, it hits 15k with a bad group if I'm not even trying.

    Plus, it lets me solo the cubes AND the negh'var warships. :cool:
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2014
    worffan101 wrote: »
    Plus, it lets me solo the cubes AND the negh'var warships. :cool:


    Every escort on a fresh lv50 can do this, seriously...
  • worffan101worffan101 Member Posts: 9,518 Arc User
    edited July 2014
    woodwhity wrote: »
    Every escort on a fresh lv50 can do this, seriously...

    No, soloing a cube and 3 Negh'vars at once while taking ALL their aggro without fleet weapons or shields and not even dipping below 50% hull.

    No fresh LV 50 escort can do that.
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited July 2014
    I like this tactic if we got 2 heavy dspers. One goes middle, one goes left and the other three goes right.

    I use my fleet excel, go in, faw and a2b spam... it's quite effective, especially with shield heals and emerg power to aux for even more boosts to shields, engines and weapons. It's an effective tank with an average of 12k dps.
  • rezkingrezking Member Posts: 1,109 Arc User
    edited July 2014
    cnidaria22 wrote: »
    There seems to be 4 things needed to make the cure found a success

    1. Tactical team 2

    2. Engineering reverse shield polarity 2, transfer shield strength 3, engineering team 1 and 2

    3. Science team 1.

    That is just needed to have one ship sit and gaurd kang with one other ship for back up. The other 3 players need to be hitting the cubes hard.

    smh...
    THIS is the reason why I cringe just looking at the Cure Elite queue...indeed.
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  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited July 2014
    rezking wrote: »
    smh...
    THIS is the reason why I cringe just looking at the Cure Elite queue...indeed.

    Power Creep to the rescue! I've done a number of sub-5 minute Pug runs recently. Even crazier, RML seems to be standard fare for Pugs now. OP notwithstanding. :D

    All we're missing now is a button labeled "I Win".
  • cyberpunk1977cyberpunk1977 Member Posts: 179 Arc User
    edited July 2014
    Teamwork & Communication ftw
  • ghyudtghyudt Member Posts: 1,112 Arc User
    edited July 2014
    Personally, I prefer to let the other 4 players do their thing while I fly to the leftmost cube and deal with the first bops that appear, then start working on the nanite spheres for when the rest of the team gets there. Just keep an eye out for more bops, and make sure there's someone dealing with them from the center cube as well.
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