Sorry peeps, it is me again.
I have watched all the Youtube videos about ship building and thought I was following the advice.
Brent Justice has a F2P line which are really good. The problem is that with a free ship he is able to squish other ships. I can do that but my cannons just bug out. How do I keep my cannons going longer?
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PS. I am already using MKXIV Heavy AP Cannons.
For a tacship with cannons you should have those, attack pattern beta/omega, tactical team and use all 3 for your attack. Tac team is mostly so you explode less
Ideally you'd have 2 of each, mapped to 1-6. So you go 1-3-5, then 2-4-6, then 1-3-5, ... over and over. Fire on my Mark and AP Alpha for bosses. If you have traits like Reciprocity and a boff (conn officer?) that reduces the tac team recharge you might be able to get by without duplicates of each skill.
I honestly wouldn't follow 'The Doctor's' advice to ship building, I honestly hate that guys builds. If you post what type of ship you're running and what gear you have, we might be able to give you a little more advice on what to do.
Best of luck to you.
Regardless of the quality of the EWO Doff, there is a 50% chance the cooldown will happen. But the quality of the Doff does affect the cooldown time. A white EWO Doffs reduces cooldown by 2.5 seconds while a purple version will reduce the time by 10 seconds. While you should be able to slot up to 3 of these Doffs, on the 1st successful "proc", the remaining EWO Doffs are skipped. In other words, have 3 EWO Doffs will give you 3 chances (50% each) for the space ability to "proc" or be initiated.
Another way to reduce cooldown on your tactical abilities is to create an Auxiliary Power To Battery (Aux2Bat / A2B / ATB) build. This will actually cooldown all bridge officer (Boff) abilities at the expense of draining auxiliary power. This is not recommended for science captains since science abilities depends on aux power. Additionally, this works best for cruisers because you need to have two copies of the auxiliary to battery engineering ability for this to work properly. You also need 3 Technican Doffs as well with the "Bridge Officer power recharge" ability. White Doffs will give a 4% cooldown reduction while purple Doffs will give a 10% cooldown reduction.
The Player Skill Tree offers has the Tactical Readiness skill. It is an admiral level skill which helps reduce the cooldown time on tactical abilities.
Cannons and turrets with the [Rapid] mod has a 2.5% chance to activate cannon rapid fire for all your cannons and turrets for 2 seconds. If all your cannons and turrets have this mod, then you have multiple chances for the 2.5% proc to activate in each firing cycle compared to having only 1 chance if only one weapon has that mod. The downside is that you are giving up one mod for [Rapid]. Not sure how much cannons and turrets with the [Rapid] mod will cost on Exchange, but I am positive it is not as desirable as [CrtD], [Dmg] and [Pen] mods.
Lastly, you can purchase a T6 starship with the Withering Barrage trait which extends Scatter Volley firing cycle by 4 seconds. It does not affect Rapid Fire. Ships with this trait are the T6 Tactical Escort (Fed), Kor Bird of Prey (KDF) and Malem Light Warbird (Romulan). This is a passive trait so it will always activate when you use Scatter Volley.
For the record, I am flying Mirror Mogai Retrofit (T5). Front : 3 x Mk XIV DH AP Cannons, 1 x Transphasic torpedo. Rear: 2 x Mk XIV AP Beams, 1 x Transphasic mine launcher. I have 3 AP Mags in the tactical slots. My Tac Boffs are Cdr Torp O/L, Cannon SV, Torp SV and Cannon Rapid. My universal has Tactical Team.
I didn't know Doffs could be so useful. I will check them out.
If possible, I recommend you replace the two aft AP Mk XIV beam arrays with AP omni-directional beam arrays. They have a 360 degree firing arc which means they can also increase your forward firepower. Similar to turrets, but they do more damage. Most energy types only allow you to install one omni-directional beam array; the exceptions are anti-proton, polaron and I believe tetryon.
You can purchase a crafted AP omni-directional beam array Mk XII from the Exchange... unless of course you are able to craft your own. The second one can be obtained from the Dyson Sphere story arc mission called Spheres of Influence. One of the selectable reward is the Ancient Omni-Directional Anti-proton Beam Array Mk XII.
Naturally, since they are Mk XII weapons to need to spend resources to eventually get them up to Mk XIV.
In your aft, I would recommend going 3 AP turrets. As an alternative, you can go 2 Turrets and the Borg Kinetic Cutting Beam for the 2pc bonus with the Assimilated Module if you're running that. Remember, if you do use the Borg Beam, that beam is not effected by Bridge Officer abilities like Fire At Will or Overload, so no need to worry about slotting those. I think that little change along with a slight re-work of your tactical skills will really change things around for you. You seem to have a good baseline idea of what you're doing, just need to tweak things a bit.
If you want to just try it, you can grab some cheap green or blue turrets from the exchange and try it out to see how you like it before you go all in and buy/craft expensive turrets and upgrade them. If you need some good AP turrets, you can get some pretty good Mark XII UR from the Fleet Store. The ones with CrtD and Dmgx3 are really nice.
Sorry to say but the mines stay. I have tried several builds across my toons and they can be very handy. If you die and the mines are still attacking they stop your enemy getting back to 100%.
Like I said, you can pick up some cheap green or blue turrets just to try them out. That way you don't have to invest heavily without knowing if you'll keep the items or not.
I'd suggest starting with 2 cheap white-green-blue AP turrets and making sure you're using just cannon skills not beam skills. If you like it, get 2 VR or better turrets. Then try swapping out the mine for one of the cheap turrets you got first and see how you like 3 turrets + 3 cannons + torp.
Also, if you do get the doff that reduces tactical team or if you happen to have 7 tac slots, you can try adding torp spread 1 to your skills to make your transphasic torp launcher more fun.
As for BOFFs the Mirror Mogai is an odd fish. She has a Cdr Tactical, 1 Eng but 2 Science and a Universal. Got some nice science toys.
My character Tsin'xing
The thing is that the Mirror Mogai cost me EC not cash. In any event, the Mogai is the ship I wanted. She can cloak and devastate ships with an alpha to the rear. Add to that she flies like a fighter.
My character Tsin'xing
An alternative could also be the Jhu'ael Tactical Carrier Warbird (Zen, T6-10)/Fleet Ar'kif Tactical Carrier Warbird (T6) (Fleet Ship Modules, T6-11); they have similar seating to the Mirror Mogai, add a hangar, and have more classic styling (sort of like a D'Deridex and a Mogai had a chick that, it turns out, was pretty good at Science) than the Pilot Ships (with more Reman aesthetics than the rest of the Romulan line).
I would not suggest the Ar'Kif Tactical Carrier Warbird Retrofit (Zen/Giveaway, T5-9, T5U-10)/Fleet Ar'Kif Tactical Carrier Warbird Retrofit (Fleet Ship Module, T5-10/T5U-11), however, because their boff layout makes it tough to slot the amount of Science you want without limiting your Eng to a single Ens seat; if you caught that and/or the Ar'Kala (Zen, Giveaway, T4) as freebies, however, you also gain access to a Weapon/Console/Console 2- or 3-piece set bonus to use on the T6 version that does have the seating you want. The sets usually aren't as good as proper gear, they can provide stand-in equipment, and this particular set does include Plasma Quad Cannons.
As an important note, the Fleet Ship Modules can be purchased from other players for EC's as well... though the cost is, um, noticably higher than for a Mirror Ship. I personally don't buy standalone Fleet T6 Ships because you can't get the Starship Trait, making them similar to T5-U, but you do get access to any Specialization seating they might have along with innate Mastery and the expanded boff seating (13 boff abilities over 12 for everything but Raiders). If you're set for EC's yet lack in dilithium or cash to convert to Zen, a jump to Fleet T6 could be a viable option to consider.
The other important note it that while newer T5 "Blue Box" Ships can be Upgraded, the old Mirror lineup cannot. That means they remain stuck at T5-9, with no Mastery or hitpoint scaling. I was really hoping they'd address that during the last Mirror content revamp when they took a look at the Cardassian Struggle... but ah well.
As to wanting the Mogai specifically... me too, sir or madam, me too. The very first ships I bought for my Romulan captains (when LoR landed) were the Valdore and Mogai Retrofit, and I never regretted it. They are great ships, and it's damn fun swooping in for a kill with that glorious design.
To say it's an awesome ship would be a bold understatement, the ship is downright amazing. As mentioned above, Pilot Ships are also incredible, but personally, I find the Romulan ones to be ugly.
My Rom flies the T6 Fleet Morrigu, it's absolutely vicious. It looks as mean as it performs, it's a great ship. I love the Mogai.
A very good point. While the Morrigu Heavy Warbird (Zen, T6-10)/Fleet Mogai Heavy Warbird (T6) (Fleet Ship Modules, T6-11) lacks the Science console space of the Mirror Mogai, the LtC Universal/Intel could be used quite successfully for Science if you're making heavy use of Universal consoles anyway. Emergency Weapon Cycle can be a solid go-to Starship Trait if you get the C-Store version, and the other two ships in the Bundle (Arbiter Battlecruiser and Kurak Battlecruiser) are good ships too if you play cross-faction. Plus, the ship itself can use the other Mogai variant skins.
My character Tsin'xing
If you also play KDF or Fed, I'd suggest getting the Cross-Faction Battlecruiser Bundle/Pack/whatever it is (I'm not in STO atm). Compared to getting just the Morrigu, you get both the Kurak and Arbiter for an additional $30... so if you were inclined to pick up either for your KDF or Fed alts, it works out as a 2-for-1 add-on to the Morrigu. That would also make the Admiralty Ship and Starship Trait available to all three factions, which is nice.
Mind you, this is coming from someone that plays each faction. While I can be vocal about my support for making more KDF/Rom content, I also play Fed; the root of my complaint about imbalanced offerings stems from being a gamer (albeit it not the best gamer on these boards by far), and wanting as many different gameplay options as possible to keep things interesting for as many players as possible. If you are a diehard Rom, that option might not make the Bundle as attractive since you won't really make use of the other two even at Bundle pricing.
I'd totally wait for a Ship Sale, though I have been known to pick things up at full price if I decide the extra weeks/months of using it are worth the cost.
I do play as Fed, not KDF yet. I have no intention of upgrading them. In any event, it wouldn't get past Mrs Glenn, she is paranoid after blowing £250 in two weeks on Candy Crush, or somesuch. She has seen the prices in STO and doesn't want me going down the same road.
I am quite happy at the moment playing with my Mogai. New loadouts, new tactics, etc. I will upgrade her at some time, just not now.I have still to get to grips with the canon armament but that is my bad on play style.
I will wait for the sales. I can spend a cheeky £20 but not £50. In any event I would not spend that much out of principle.
For anyone viewing this thread for advice, I would say steer clear of Cannon SV. Choose a target and kill it with Rapid. Torpedo SV is very handy but not Cannon SV. Cannon Rapid will kick down the shield of most ships
A lot of people do mix Cannons and Beams with a successful result. For the OP though, he's already got Cannons and a Torp, adding Beams would be a bad idea. Cannons and Torps, sure.. Cannons and Beams.. sure.. Cannons, Beams and Torps.. bad.
I still prefer Turrets with Cannons, but everyone has their style that they like.