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Destroyer Captains... I need your help!

gameversemangameverseman Member Posts: 1,110 Arc User
So, here is my situation. I recently made a tac KDF and, after seeing the stats for the Nandi warship (destroyer), I really want to fly it. But Destroyers are unlike all other ship classes (Vessel, cruiser, escort, and carrier). As KDF I have access to disruptor point defense, plasmonic leech, and the shield destabilizer. So I have a very rough idea of what I want the build to be. I want it to be a tac build that makes use of drains and exotic damage/DoTs... but I HAVE to use disruptors because I already bought the point defense and I love that thing. So I was thinking of using polarized disruptors. What are your opinions on what I should do with a build like this on the Nandi?
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Post edited by gameverseman on

Comments

  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2015
    If you're set on a high Flow Caps build and want to stay in Disruptor family of weapons, the Polarized Disruptors are very good.

    The catch is that these are very expensive weapons. They're quite old and were from a lockbox release years ago. With less and less of these weapons over time and their usefulness, they have always tended to be expensive.
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  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    If you're set on a high Flow Caps build and want to stay in Disruptor family of weapons, the Polarized Disruptors are very good.

    The catch is that these are very expensive weapons. They're quite old and were from a lockbox release years ago. With less and less of these weapons over time and their usefulness, they have always tended to be expensive.

    Im not necessarily set on being a drain build... I just want to use drains as more of an asset than a strategy. Especially since the Nandi trait buff drains. not to mention I have shield destabilizer (shield drain) and plasmonic leech (all drain). Plus whatever other drain I can throw on with the lt cmdr sci/pilot slot
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  • lianthelialianthelia Member Posts: 7,820 Arc User
    edited June 2015
    Well...I know most people say it sucks for PvE but I like using the Aceton assimilator...it will get boosts from both Part Gens and Flow Caps...plus if you use the counter command tac console the radiation damage will buff it.

    You can use the Gravimetric Photon which is a nice sorta Science-y torp...throw a heavy bio disruptor turret for the 2 piece counter command bonus

    Few possible things I can think of offhand but it's dinner time so leaving atm :P
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    lianthelia wrote: »
    Well...I know most people say it sucks for PvE but I like using the Aceton assimilator...it will get boosts from both Part Gens and Flow Caps...plus if you use the counter command tac console the radiation damage will buff it.

    You can use the Gravimetric Photon which is a nice sorta Science-y torp...throw a heavy bio disruptor turret for the 2 piece counter command bonus

    Few possible things I can think of offhand but it's dinner time so leaving atm :P

    I LOVE the aceton assimilator too! But I don't want to load up my ship with too many universal consoles but I will consider it. So Bio disruptors would be easier to obtain but are they better than polaric disruptors for this particular build... is the bio proc more beneficial tactically speaking than that of the polaron proc? Also, cannons or beams?
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  • lianthelialianthelia Member Posts: 7,820 Arc User
    edited June 2015
    I LOVE the aceton assimilator too! But I don't want to load up my ship with too many universal consoles but I will consider it. So Bio disruptors would be easier to obtain but are they better than polaric disruptors for this particular build... is the bio proc more beneficial tactically speaking than that of the polaron proc? Also, cannons or beams?

    Not really...but all you'd need is one slot for the bio turret...the two piece set boosts disruptor damage a bit

    Well Beams are better...I don't like them much but flat out they're better...the put out more damage with Faw and the crafting trait...the bio turret would be a little out of place in a beam build as well.

    My suggestions would fit more with a cannon build...which honestly you're better off without dps wise...
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    lianthelia wrote: »
    Not really...but all you'd need is one slot for the bio turret...the two piece set boosts disruptor damage a bit

    Well Beams are better...I don't like them much but flat out they're better...the put out more damage with Faw and the crafting trait...the bio turret would be a little out of place in a beam build as well.

    My suggestions would fit more with a cannon build...which honestly you're better off without dps wise...
    I was leaning toward beams so I'm thinking 2 arrays, 1 bank, 1 torp in the front and 3 arrays and a torp in the aft? Why FAW? With the Nandi not being designed to take all that much of a beating wouldn't that draw too much aggro?

    I was thinking the hydrodynamics condole with the bio tac console would suffice to give that additional buff to disruptor damage. I was also thinking of doing either a 2 or 3 piece counter-command set (no shields). That would buff my accuracy, general damage, and partgen.
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  • lianthelialianthelia Member Posts: 7,820 Arc User
    edited June 2015
    FaW is simply the most powerful dps ability...people strap on 7 or 8 beam arrays and just fire to their hearts content...getting hit...just turn to the other side.
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    lianthelia wrote: »
    FaW is simply the most powerful dps ability...people strap on 7 or 8 beam arrays and just fire to their hearts content...getting hit...just turn to the other side.

    Does the DPS outweigh the amount of aggro you pull? I don't want to FAW for the sake of DPS just to get myself killed in the process.
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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2015
    Does the DPS outweigh the amount of aggro you pull? I don't want to FAW for the sake of DPS just to get myself killed in the process.

    So use DBBs. Lets you control what you're hitting (mostly) in a manner similar to a CSV build, just with a wider arc to make up for the slower turning. Does pretty much lock you into antiproton though.
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    So use DBBs. Lets you control what you're hitting (mostly) in a manner similar to a CSV build, just with a wider arc to make up for the slower turning. Does pretty much lock you into antiproton though.

    I plan to use disruptors.... otherwise it's money down the drain. What equipment sets should I use? I was thinking a 2 part counter-command ordnance and 2 part counter-command (deflector and impulse) with Bio disruptors (or elachi depending on which I can get my hands on first) and either a 2 part iconian (warp and shield) or a 2 part Dyson (warp and shield) OR I can just use an elite fleet core and elite fleet shield.
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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited June 2015
    I plan to use disruptors.... otherwise it's money down the drain. What equipment sets should I use? I was thinking a 2 part counter-command ordnance and 2 part counter-command (deflector and impulse) with Bio disruptors (or elachi depending on which I can get my hands on first) and either a 2 part iconian (warp and shield) or a 2 part Dyson (warp and shield) OR I can just use an elite fleet core and elite fleet shield.

    See the aesthetic geek in me would try and go DBBs or DHCs just cause those 'claws' on the front look like firing points and I think that shape would look odd firing arrays, and between that and the boff setup and mid--level turning I think it'd make a great DBB platform. But if you're already sunk into disruptor consoles then yeah don't want to be stupid on spending.

    As to your arrays question earlier, yeah they do pull aggro, but one the rest of your team is also doing so, two you can run -threat consoles, and three if you kill everything quickly enough they can't hurt you. Plus with all the escapes these days like Rock & Roll or Temporal Insight, you can always withdraw out of range for a few seconds to recover if you need do. And you're setting up for the counter-command +10% Defense bonus anyways, plus Piloting powers, you're gonna be pretty hard to hit. So if you haven't tried to fawscort before, maybe give it a shot. Even just try it out with some cheap standard disruptor beams just to see how it handles for you. If you dig it upgrade to Bio or Elachi or Polarized, and if its too much pressure at once then DHCs and a couple of turn consoles and you're back in your comfort zone. What better time to try something new than a new ship right?
  • tom61stotom61sto Member Posts: 3,635 Arc User
    edited June 2015
    Does the DPS outweigh the amount of aggro you pull? I don't want to FAW for the sake of DPS just to get myself killed in the process.

    In Gateway to Gre'thor, FAW is a way to live by smashing all the stuff that can disable you in FAW range. In most of the other stuff a Drake build with the Universal Ens set to Eng to run 1x EPtS and 1x EPtW with Damage Control Engineers to get those to Global 15s cooldown most of the time, with a hull heal (either Aux2SIF or Engineering Team DOffed down to global 15s) will be enough to get you through. Keep in mind that older T5 Cruisers have only 39k hull and the Nandi has 48.8k when you're level 60, so it's not all that fragile really.
    I LOVE the aceton assimilator too! But I don't want to load up my ship with too many universal consoles but I will consider it. So Bio disruptors would be easier to obtain but are they better than polaric disruptors for this particular build... is the bio proc more beneficial tactically speaking than that of the polaron proc?

    On an 11 console ship, and being more of a generalist (seems to be what you're going for), you have room for a few clicky consoles if need be, and don't shy away from decent stat boosting Universal consoles either. Only thing to really avoid is putting Universals in the Tac spots. In my experience using the Bio-Disruptors can be useful if you're not using the Enhanced Bio torp (which is a nice torp, particularly comboed with High Yield, BTW) but only have no more than two fore and aft, otherwise the loss of a mod isn't worthwhile for the proc. Nowadays, I'd mostly go with either [CrtD]x3 standard mixed with crafted weapons with the [pen] mod on newer Disruptor builds.
    I was leaning toward beams so I'm thinking 2 arrays, 1 bank, 1 torp in the front and 3 arrays and a torp in the aft? Why FAW? With the Nandi not being designed to take all that much of a beating wouldn't that draw too much aggro?

    I was thinking the hydrodynamics condole with the bio tac console would suffice to give that additional buff to disruptor damage. I was also thinking of doing either a 2 or 3 piece counter-command set (no shields). That would buff my accuracy, general damage, and partgen.

    If you can get your Omega Reputation up and get the Elite Marks (Borg Neural Processors) I highly recommend going for the Kinetic Cutting Beam to put aft instead of a Torp and a Borg Assimilated module to complete the set, giving you yet more weapon power procs(nice when the Nandi trait is on cooldown) and a 360 degree beam that deals kinetic damage. Most builds nowadays forego the torp fore too, since you can already get the weapon power drain down/regen up a fair bit with a spire core and plasmonic leech to where it isn't much of an issue.
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    See the aesthetic geek in me would try and go DBBs or DHCs just cause those 'claws' on the front look like firing points and I think that shape would look odd firing arrays, and between that and the boff setup and mid--level turning I think it'd make a great DBB platform. But if you're already sunk into disruptor consoles then yeah don't want to be stupid on spending.

    As to your arrays question earlier, yeah they do pull aggro, but one the rest of your team is also doing so, two you can run -threat consoles, and three if you kill everything quickly enough they can't hurt you. Plus with all the escapes these days like Rock & Roll or Temporal Insight, you can always withdraw out of range for a few seconds to recover if you need do. And you're setting up for the counter-command +10% Defense bonus anyways, plus Piloting powers, you're gonna be pretty hard to hit. So if you haven't tried to fawscort before, maybe give it a shot. Even just try it out with some cheap standard disruptor beams just to see how it handles for you. If you dig it upgrade to Bio or Elachi or Polarized, and if its too much pressure at once then DHCs and a couple of turn consoles and you're back in your comfort zone. What better time to try something new than a new ship right?
    Im almost certain about going with beams (only 1 DBB) but I like the idea if running cannons and torps if I use the heavy bio turrets in the aft (with the 3 part set I get point defense, in essence, for all my turrets) and then I can activate regular disruptor point defense while laying down the fire with torps and cannons. But that doesn't seem practical compare to beams.
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  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    tom61sto wrote: »
    In Gateway to Gre'thor, FAW is a way to live by smashing all the stuff that can disable you in FAW range. In most of the other stuff a Drake build with the Universal Ens set to Eng to run 1x EPtS and 1x EPtW with Damage Control Engineers to get those to Global 15s cooldown most of the time, with a hull heal (either Aux2SIF or Engineering Team DOffed down to global 15s) will be enough to get you through. Keep in mind that older T5 Cruisers have only 39k hull and the Nandi has 48.8k when you're level 60, so it's not all that fragile really.



    On an 11 console ship, and being more of a generalist (seems to be what you're going for), you have room for a few clicky consoles if need be, and don't shy away from decent stat boosting Universal consoles either. Only thing to really avoid is putting Universals in the Tac spots. In my experience using the Bio-Disruptors can be useful if you're not using the Enhanced Bio torp (which is a nice torp, particularly comboed with High Yield, BTW) but only have no more than two fore and aft, otherwise the loss of a mod isn't worthwhile for the proc. Nowadays, I'd mostly go with either [CrtD]x3 standard mixed with crafted weapons with the [pen] mod on newer Disruptor builds.



    If you can get your Omega Reputation up and get the Elite Marks (Borg Neural Processors) I highly recommend going for the Kinetic Cutting Beam to put aft instead of a Torp and a Borg Assimilated module to complete the set, giving you yet more weapon power procs(nice when the Nandi trait is on cooldown) and a 360 degree beam that deals kinetic damage. Most builds nowadays forego the torp fore too, since you can already get the weapon power drain down/regen up a fair bit with a spire core and plasmonic leech to where it isn't much of an issue.
    Thanks for the food for thought.... Assuming I went with Bio-disruptors with the gravitic photon and kinetic cutting beam along with a 2 piece counter command space and ordance with elite spire core and elite resilient shield as well as shield destablizer, plasmonic leech, and diruptor point defense.... what would be the best BoFF set-up that takes into account an active drain or two to keep my T5 mastery trait going?
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  • thisslerthissler Member Posts: 2,055 Arc User
    edited June 2015
    If you're not aiming for 30 k, and it doesn't look like you are, cannons are fine. Just having beams and FAW won't park you in 30 k land in about the same way that just having cannons and torpedoes won't doom you to 2 k.

    DBB is a great option. Also, are there not a lot of great radiation/resonant/all sorts of evil secondary stuff out there right now that pretty much trumps everything else?

    There's a really old KDF console you may want to look into.
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    thissler wrote: »
    If you're not aiming for 30 k, and it doesn't look like you are, cannons are fine. Just having beams and FAW won't park you in 30 k land in about the same way that just having cannons and torpedoes won't doom you to 2 k.

    DBB is a great option. Also, are there not a lot of great radiation/resonant/all sorts of evil secondary stuff out there right now that pretty much trumps everything else?

    There's a really old KDF console you may want to look into.

    The Shield Destabilizer? That's relatively old.... I also have the barrier field generator as well. Im not aiming for anything in terms of DPS (like 30k etc etc) Im just looking for a nice balanced tactical build with sci secondaries (like drains). Right now I just discovered a combo that is deadly (at low levels mind you) But, I just got into my lvl 20 Vandal destroyer and I put beams on it.... So what I do is I fly within 5 km of each member in a group of enemies and hit FAW3 and shield destablizer. this, at least, takes down the facing shield for all the enemies. I then hit my disruptor point defense and then Boom Boom Boom!
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  • tom61stotom61sto Member Posts: 3,635 Arc User
    edited June 2015
    Thanks for the food for thought.... Assuming I went with Bio-disruptors with the gravitic photon and kinetic cutting beam along with a 2 piece counter command space and ordance with elite spire core and elite resilient shield as well as shield destablizer, plasmonic leech, and diruptor point defense.... what would be the best BoFF set-up that takes into account an active drain or two to keep my T5 mastery trait going?

    A single Tachyon Beam would be all you need really, 15 sec cooldown on TB but 30 cooldown on the Trait.

    My Current Thought is Tachyon Beam I, Resonance Beam I (Manual from the previous feature episode if you have done it), and Gravity Well I in the Lt. Comm Sci, then Sci Team I and Hazard Emitters II in the Lt. Sci. EPtS1 and Aux2SIF1 in the Lt. Eng, EPtW1 in the Ens. Universal. For Tac, Tac Team I, two copies of either CSV or FAW depending on weapon loadout, then Attack Pattern Omega or Beta III. Ens. Tac for Torp Spread I for the torp you're using. This will need DOffs and/or the Starship Trait 'All Hands on Deck' from the 3000Z Tac Command Cruiser to really shine. Going with just DOffs, you'll need the extra 6th active roster ability from the Fleet Spire holding (~125k FC, IIRC). You'll need 2-3x Damage Control Engineers either way for the EPt abilities, blue or purple quality. For DOff only, you'll need two purple Conn Officers to reduce cooldowns on Tac Team, 2x of previously mentioned DCEs, 2x Deflector Officers with chance to reduce the cooldown of offensive Deflector Abilities. With All Hands on Deck, Tac powers reduce the cooldown (5 Sec lockout each time for it to proc again) of Sci abilities and your captain abilities, which means you can easily drop the Deflector DOffs and you can use your Tactical Initiative ability more often to drastically reduce the cooldown of you Tac abilities, to the point where I run only one Conn Officer to fill the gaps in timing that sometimes happen and in case my ship is boarded putting my other Tac abilities in cooldown slowing the re-deployment of TI.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited June 2015
    The Shield Destabilizer? That's relatively old.... I also have the barrier field generator as well. Im not aiming for anything in terms of DPS (like 30k etc etc) Im just looking for a nice balanced tactical build with sci secondaries (like drains). Right now I just discovered a combo that is deadly (at low levels mind you) But, I just got into my lvl 20 Vandal destroyer and I put beams on it.... So what I do is I fly within 5 km of each member in a group of enemies and hit FAW3 and shield destablizer. this, at least, takes down the facing shield for all the enemies. I then hit my disruptor point defense and then Boom Boom Boom!

    Well, finally seeing the Boff layout, looks like you get GW if you want one. and with all the tac you could have 2 scatters and 2 spreads, those play very well with GW. And just very well.

    And hey, GW would make it easier to do your shield destablizer faw thing.
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    tom61sto wrote: »
    A single Tachyon Beam would be all you need really, 15 sec cooldown on TB but 30 cooldown on the Trait.

    My Current Thought is Tachyon Beam I, Resonance Beam I (Manual from the previous feature episode if you have done it), and Gravity Well I in the Lt. Comm Sci, then Sci Team I and Hazard Emitters II in the Lt. Sci. EPtS1 and Aux2SIF1 in the Lt. Eng, EPtW1 in the Ens. Universal. For Tac, Tac Team I, two copies of either CSV or FAW depending on weapon loadout, then Attack Pattern Omega or Beta III. Ens. Tac for Torp Spread I for the torp you're using. This will need DOffs and/or the Starship Trait 'All Hands on Deck' from the 3000Z Tac Command Cruiser to really shine. Going with just DOffs, you'll need the extra 6th active roster ability from the Fleet Spire holding (~125k FC, IIRC). You'll need 2-3x Damage Control Engineers either way for the EPt abilities, blue or purple quality. For DOff only, you'll need two purple Conn Officers to reduce cooldowns on Tac Team, 2x of previously mentioned DCEs, 2x Deflector Officers with chance to reduce the cooldown of offensive Deflector Abilities. With All Hands on Deck, Tac powers reduce the cooldown (5 Sec lockout each time for it to proc again) of Sci abilities and your captain abilities, which means you can easily drop the Deflector DOffs and you can use your Tactical Initiative ability more often to drastically reduce the cooldown of you Tac abilities, to the point where I run only one Conn Officer to fill the gaps in timing that sometimes happen and in case my ship is boarded putting my other Tac abilities in cooldown slowing the re-deployment of TI.
    The character that will be flying the ship is lvl 26 right now. Will I still be able to get the resonance beam and pilot spec module? Speaking of Pilot, would you recommend an pilot abilities that might help?
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  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    thissler wrote: »
    Well, finally seeing the Boff layout, looks like you get GW if you want one. and with all the tac you could have 2 scatters and 2 spreads, those play very well with GW. And just very well.

    And hey, GW would make it easier to do your shield destablizer faw thing.
    OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! YES! Good idea!
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  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    Would Elite disruptors be worth considering?
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  • tom61stotom61sto Member Posts: 3,635 Arc User
    edited June 2015
    The character that will be flying the ship is lvl 26 right now. Will I still be able to get the resonance beam and pilot spec module? Speaking of Pilot, would you recommend an pilot abilities that might help?

    You'll have to wait to grab it from those missions when you hit level 60 if you don't already have it, unfortunately. Consider Tyken's Rift instead until you get it. Definately go ahead and run through the current FE, pending you don't mind the story being a bit dis-jointed, so you can have those rewards early.
    Would Elite disruptors be worth considering?

    The proc seems interesting, but with the limited mods available to them, I'd go with just a small number weapons for the proc, probably turrets aft if you run cannons, otherwise one or two beams each fore and aft. I usually end up using all sorts of Disruptor types (there are many) to stack all the different procs on most of the builds. One of a given type usually isn't enough to make a noticeable proc chance, but adding in a second can be, and most types are hybrid so you're still getting a good chance for a standard Disruptor Breach anyways.
  • gameversemangameverseman Member Posts: 1,110 Arc User
    edited June 2015
    After some serious thought I am now thinking of flying the Fleet Scourge Destroyer. Can I run that with beams as effectively as the Nandi?
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