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Need Help with Enginner Tetryon Build for Klingon

joel#1296 joel Member Posts: 4 Arc User
I wanna be able to hold my own but I am not trying to be the one with the most DPS. I do not use Rl money in game to buy all the high end stuff . I am using this build while I level rep which will take a bit due to the time restraints I have to play.

Fore Weapons
Resonating Tetryon Beam Array Episode reward from “The New link”; Cardassian Struggle
Resonating Tetryon Beam Array Episode reward from “The New link”; Cardassian Struggle
Resonating Dual Tetryon Beam Bank Episode reward from “The New link”; Cardassian Struggle
Quantum Phase Torpedo Episode reward from “Sunrise”; Future Proof

Deflector Crafted MKXIII
Impulse Crafted MKXIII
Warp core Crafted MKXIII
Shield Crafted MKXIII

Aft weapons
Omni-Directional Antichroniton Infused Tetryon Beam Array Episode reward from “Butterfly”; Iconian War
Omni-Directional Tetryon Beam Array Crafted

Enginner Consoles
Polaric Modulator Mk XII Episode reward from “Delta flight”; Iconian War
Trellium-D Plating Mk XII Episode reward from “Ragnock”; Future Proof
Neutronium Alloy Mk XII Episode reward from “Delta flight”; Iconian War

Science Consoles
Temporal Disentanglement Suite Mk XII Episode reward from “Butterfly”; Iconian War
Universal Quantum Phase converter Episode reward from “Sunrise”; Future Proof

Tatical Consoles
Tetryon Pulse Generator MkXIII Episode reward from “Midnight”; Iconian War
Tetryon Pulse Generator MkXIII Episode reward from “Midnight”; Iconian War
Tetryon Pulse Generator MkXIII Episode reward from “Midnight”; Iconian War
Tetryon Pulse Generator MkXIII Episode reward from “Midnight”; Iconian War


Science = Polarized Hull 1, Science Team 2, Tykens rift 2, Intelligence team 1
Engineer = Emergency power to Shields 1. Enginnering team 2. Reverse polarity 2,
Tatical - Kemocite Weapons 1, tatical team 2, Fire at will 3, Focus assault 3
Tatical = Target Shield subsystem, Torpedo spread 2

Post edited by baddmoonrizin on

Comments

  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    What ship is this for? Are you having any trouble with it?

    From a glance, it looks like you're also trying to build for drain and enhance the tetryons along with using some drain abilities which is fine, but a ship with only two sci consoles won't go far there, so you might be better off trying diffusive tetryon weapons and ignoring the drain entirely. Those will cost a bit off the exchange, but if you've been playing a while it should still be affordable.

    What tetryon weapons don't have is a good selection of reputation gear. You have the Iconian set at T6, the Nukara set, and the Undine set at T6. Of those the only one you'd probably want to bother with is the Undine set, however you'd probably want to ignore the cannon for your beam build and go with the hydrodynamics compensator and the torpedo.

    Tetryons are hard to actually do much with as far as sets. There are no sets for it that are comparable to most other weapon types.

    The 2 piece Butterfly set is worthwhile, and you already have it. You might want to look at the console from Renegade's Regret too, especially if you stick with drain. Other than that, there isn't much you can do for tetryons, though there are some lobi and lockbox consoles, but they might not be what you want to deal with.

  • howtorhowtor Member Posts: 194 Arc User
    Maybe look at doing Incontrovertible Defenses from episode Melting Pot it has a 2 piece bonus to tetryon
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    howtor wrote: »
    Maybe look at doing Incontrovertible Defenses from episode Melting Pot it has a 2 piece bonus to tetryon

    Good call, I forgot about that one. You need the a 3 piece bonus for the tetryon buff, though.

    What you might want to do, if you do go with diffusive tetryons is to use the Discovery rep shield along with the 3 piece Incontrovertible Defenses set for lots of shield weakening. From there you can try using a charged particle burst for more AOE shield weakening or if you have the trait Tachyon Dispersal, a tachyon beam.
  • telbasta7386telbasta7386 Member Posts: 761 Arc User
    Would help if we knew what ship this was for. From the weapon layout i'm gonna guess it's the M'chla refit you get from the transponder.

    Here's my suggestions, if you want to make this build work well:

    1. Use dual beam banks forward, there's no reason to split between arrays and banks especially on a ship as agile as an escort/raider. The omni's on the back are good though.

    2. I would not use the quantum phase torpedo, as its set bonus boosts phaser damage.

    3. If you have Lobi Crystals to spare, get the Tzenkethi Resolve set from the lobi store. Would've been easier to get during the sale a while back, but that was before the klingon recruit thing IIRC. The items will cost you 200 lobi each, so you're looking at 600 lobi if you can go for it. The console and 3 piece boost tetryon damage, and as the console is universal you can put it in engi or science slots. Whenever you're trying to do a weapon build, look for as many ways as possible to boost your primary damage on non-tactical slots. The torpedo for this set also deals tetryon damage, so it'll benefit from those boosts.

    4. I recommend picking up the Overwhelming force trait from the exchange if you can afford it, and running at least beam overload III (two copies of beam overload if you can / dont have enough tactical readiness). Beam overload is a lot more effective now than it used to be, and with dual beam banks you'll tear through most enemy ships in a single salvo. I'm currently running dual beam bank/overload builds on two characters, one phaser and one disruptor, and it can definitely compete at high end.

    5. Kemocite weapons isn't really that good on non-torpedo heavy builds. Energy weapons just don't proc it frequently enough during the 10 second duration to be worth the tactical boff slot. I only bother with kemocite on torpedo heavy (2-3 or more torpedoes on forward slots) builds, where I can be sure to get it proccing at least once per second.

    6. If you can, the phoenix pack rare/very rare tokens can get you a duty officer that resets evasive maneuvers when you use emergency power to engines. Run that, drop emergency to shields, and you can have a constant speed boost (evasive maneuvers, use emergency to engines when it's down, and you'll have evasive again when you need it). If you're on an engineering officer, you should have a space trait available that also boosts all power levels whenever you use emergency power abilities, which will help keep your shield/weapon power up. My escorts beam builds are both on engineering captains and usually they're running at 75+ power to all systems, with weapon power capped at 125/135

    7. Target subsystem abilities are, IMO, a waste of tactical ability slots. You're already running tetryons, so there's really no need for target shields. I tend to run two copies of an energy ability (beam overload in this case), and two copies of a torpedo ability (heavy or spread) so that you have close to 100% uptime. The second copy always goes on a half cooldown when you activate the first, unless your tactical readiness is high enough to skirt around that.

    8. Run tactical team in an ensign slot, not lieutenant. You can get better offensive abilities in higher slots, but tactical team is really only used for the automatic shield redistribution. If you get ahold of two purple-quality conn officer doffs to reduce the cooldown on tactical team, you can keep it at almost 100% uptime with only one copy.

    Typically my bridge officer layouts are very similar for most ships:

    Hazard emitters, science team, engineering team, and transfer shield strength are standard on all of my builds. This gives you burst and over-time healing options for both hull and shields, with no interference with other abilities (emergency to shields will interfere with emergency to engines, for example).
    Tactical team 1 on almost all of my characters simply for the amazing survivability the auto shield redistribution provides.

    Lastly, for your commander tactical ability, I'd run attack pattern: Omega III. It's a short cooldown with a massive damage boost, and unlike concentrate firepower won't be limited to a single target. You'll find with better builds/teams targets simply don't live long enough to benefit much from single-target debuffs. I've tried to work concentrate firepower even into torpedo-heavy builds, but against everything except bosses it just doesn't provide much benefit.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    I'd give some suggestions myself, however some of mine have already been suggested, and I don't know what ship this build is for. I'm assuming some kind of Intel or Intel based ship by the inclusion of Intel Team.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
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  • joel#1296 joel Member Posts: 4 Arc User
    Thank you I will see what I can do
  • vanhyovanhyo Member Posts: 253 Arc User
    Just a few basics, a small step that will give you a big jump.

    First of all, get into a fleet with maxed colony holding and make sure they are not some dummies that are too demanding in order to allow you access to the fleet stores. There are decent folks that will let you have access instantly and its like nothing to them.

    Go to colony holding
    Get the tactical protomatter consoles with tetryon damage, the more you have the better.

    Also Check the beam weapons over there, see if you find something useful.

    then go to the exchange, get a "Console - Universal - Hull Image Refractors" , it shouldn't cost more than 10 mil, this console works together with the colony consoles.

    Farm the “Melting Pot” from the new frontiers arc till you get the full set, its a hidden gem, the perfect replacement for your crafted items.

    after you have done this, fix your seatings:

    replace:
    Tykens rift 2 with photonic officer
    Focus assault 3 with attack pattern omega III
    Target Shield subsystem with torpedo spread I
    Torpedo spread 2 with rapid fire I (note, rapid fire is a vain click since u dont have any cannons, it is used only to activate your colony consoles)





  • fallenkezef#4581 fallenkezef Member Posts: 644 Arc User
    Look into the discovery tac consoles. They are an excellent substitute for fleet tac consoles.
  • protoneousprotoneous Member Posts: 3,298 Arc User
    joel#1296 wrote: »
    I wanna be able to hold my own but I am not trying to be the one with the most DPS. I do not use Rl money in game to buy all the high end stuff . I am using this build while I level rep which will take a bit due to the time restraints I have to play.

    Science = Polarized Hull 1, Science Team 2, Tykens rift 2, Intelligence team 1
    Engineer = Emergency power to Shields 1. Enginnering team 2. Reverse polarity 2,
    Tatical - Kemocite Weapons 1, tatical team 2, Fire at will 3, Focus assault 3
    Tatical = Target Shield subsystem, Torpedo spread 2

    Some alternative suggestions that don't use any active duty doffs for tactical team or emergency power cool downs -

    Beams

    Tactical = Tactical Team 1, Torpedo Spread 2 or Best Served Cold, Beam Overload or Fire at will 3, Attack Pattern Beta 3
    Tactical = Tactical Team 1, Attack Pattern Beta 1, Beam Overload or Fire at will 3
    Engineer = Emergency Power to Weapons 1, Emergency Power to Weapons 2, Auxiliary to Structural Integrity Field 2
    Science = Hazard Emitters 1, Science Team 2

    Cannons

    Tactical = Tactical Team 1, Attack Pattern Beta 1, Cannon Scatter Volley / Rapid Fire 2, Cannon Scatter Volley 3
    Tactical = Tactical Team 1, Attack Pattern Beta 1, Torpedo Spread 3 or Best Served Cold

    Have fun in your BoP :smile:
  • whistlerdavidwhistlerdavid Member Posts: 420 Arc User
    What ship is this for? Are you having any trouble with it?

    From a glance, it looks like you're also trying to build for drain and enhance the tetryons along with using some drain abilities which is fine, but a ship with only two sci consoles won't go far there, so you might be better off trying diffusive tetryon weapons and ignoring the drain entirely. Those will cost a bit off the exchange, but if you've been playing a while it should still be affordable.

    What tetryon weapons don't have is a good selection of reputation gear. You have the Iconian set at T6, the Nukara set, and the Undine set at T6. Of those the only one you'd probably want to bother with is the Undine set, however you'd probably want to ignore the cannon for your beam build and go with the hydrodynamics compensator and the torpedo.

    Tetryons are hard to actually do much with as far as sets. There are no sets for it that are comparable to most other weapon types.

    The 2 piece Butterfly set is worthwhile, and you already have it. You might want to look at the console from Renegade's Regret too, especially if you stick with drain. Other than that, there isn't much you can do for tetryons, though there are some lobi and lockbox consoles, but they might not be what you want to deal with.
    what about that build makes you thinks drain build? he doesnt have any drain consoles from the lab
  • whistlerdavidwhistlerdavid Member Posts: 420 Arc User
    Would help if we knew what ship this was for. From the weapon layout i'm gonna guess it's the M'chla refit you get from the transponder.

    Here's my suggestions, if you want to make this build work well:

    1. Use dual beam banks forward, there's no reason to split between arrays and banks especially on a ship as agile as an escort/raider. The omni's on the back are good though.

    2. I would not use the quantum phase torpedo, as its set bonus boosts phaser damage.

    3. If you have Lobi Crystals to spare, get the Tzenkethi Resolve set from the lobi store. Would've been easier to get during the sale a while back, but that was before the klingon recruit thing IIRC. The items will cost you 200 lobi each, so you're looking at 600 lobi if you can go for it. The console and 3 piece boost tetryon damage, and as the console is universal you can put it in engi or science slots. Whenever you're trying to do a weapon build, look for as many ways as possible to boost your primary damage on non-tactical slots. The torpedo for this set also deals tetryon damage, so it'll benefit from those boosts.

    4. I recommend picking up the Overwhelming force trait from the exchange if you can afford it, and running at least beam overload III (two copies of beam overload if you can / dont have enough tactical readiness). Beam overload is a lot more effective now than it used to be, and with dual beam banks you'll tear through most enemy ships in a single salvo. I'm currently running dual beam bank/overload builds on two characters, one phaser and one disruptor, and it can definitely compete at high end.

    5. Kemocite weapons isn't really that good on non-torpedo heavy builds. Energy weapons just don't proc it frequently enough during the 10 second duration to be worth the tactical boff slot. I only bother with kemocite on torpedo heavy (2-3 or more torpedoes on forward slots) builds, where I can be sure to get it proccing at least once per second.

    6. If you can, the phoenix pack rare/very rare tokens can get you a duty officer that resets evasive maneuvers when you use emergency power to engines. Run that, drop emergency to shields, and you can have a constant speed boost (evasive maneuvers, use emergency to engines when it's down, and you'll have evasive again when you need it). If you're on an engineering officer, you should have a space trait available that also boosts all power levels whenever you use emergency power abilities, which will help keep your shield/weapon power up. My escorts beam builds are both on engineering captains and usually they're running at 75+ power to all systems, with weapon power capped at 125/135

    7. Target subsystem abilities are, IMO, a waste of tactical ability slots. You're already running tetryons, so there's really no need for target shields. I tend to run two copies of an energy ability (beam overload in this case), and two copies of a torpedo ability (heavy or spread) so that you have close to 100% uptime. The second copy always goes on a half cooldown when you activate the first, unless your tactical readiness is high enough to skirt around that.

    8. Run tactical team in an ensign slot, not lieutenant. You can get better offensive abilities in higher slots, but tactical team is really only used for the automatic shield redistribution. If you get ahold of two purple-quality conn officer doffs to reduce the cooldown on tactical team, you can keep it at almost 100% uptime with only one copy.

    Typically my bridge officer layouts are very similar for most ships:

    Hazard emitters, science team, engineering team, and transfer shield strength are standard on all of my builds. This gives you burst and over-time healing options for both hull and shields, with no interference with other abilities (emergency to shields will interfere with emergency to engines, for example).
    Tactical team 1 on almost all of my characters simply for the amazing survivability the auto shield redistribution provides.

    Lastly, for your commander tactical ability, I'd run attack pattern: Omega III. It's a short cooldown with a massive damage boost, and unlike concentrate firepower won't be limited to a single target. You'll find with better builds/teams targets simply don't live long enough to benefit much from single-target debuffs. I've tried to work concentrate firepower even into torpedo-heavy builds, but against everything except bosses it just doesn't provide much benefit.
    the main thing missing on your build is drain consoles from the lab. by the way dominion poolarons are much better because its a hybrid does tetryon procc has well has the polaron procc. however if you do not want to take the hours of time to get a bunch of them thats fine but you do need drain consoles

  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    What ship is this for? Are you having any trouble with it?

    From a glance, it looks like you're also trying to build for drain and enhance the tetryons along with using some drain abilities which is fine, but a ship with only two sci consoles won't go far there, so you might be better off trying diffusive tetryon weapons and ignoring the drain entirely. Those will cost a bit off the exchange, but if you've been playing a while it should still be affordable.

    What tetryon weapons don't have is a good selection of reputation gear. You have the Iconian set at T6, the Nukara set, and the Undine set at T6. Of those the only one you'd probably want to bother with is the Undine set, however you'd probably want to ignore the cannon for your beam build and go with the hydrodynamics compensator and the torpedo.

    Tetryons are hard to actually do much with as far as sets. There are no sets for it that are comparable to most other weapon types.

    The 2 piece Butterfly set is worthwhile, and you already have it. You might want to look at the console from Renegade's Regret too, especially if you stick with drain. Other than that, there isn't much you can do for tetryons, though there are some lobi and lockbox consoles, but they might not be what you want to deal with.
    what about that build makes you thinks drain build? he doesnt have any drain consoles from the lab

    None of my drain builds do either. No what makes me think it is a drain build is the totality of drain abilities on it. Tetryons, Tyken's rift, quantum phase 2 piece, target shields all suggest a focus on drain. Now the consoles don't allow much of that, and the ship lacking science slots doesn't either, so if the OP wants to really focus on drain they need a different ship. The Ketha Recon Raptor is a pretty good Cstore choice for that if you still want an escort type tactical focus.
This discussion has been closed.