Hi, hoping this post won't be deleted like the previous ones...
I was looking at this ship:
https://sto.fandom.com/wiki/Fleet_Kholhr_Temporal_Warbird
And ... WTF, it's OP !
5 fore weapons, 3 aft weapons, 5 tac console slots, escort-like impulse mod. and turn rating, cruiser-like shield mod, great boff seats ...
I mean ... what's the trick ? This ship is too good ...
as for now, the only downside I see is a slightly lower hull mod. like a science vessel, but ... WTF, if that's the ONLY downside, this ship is like the ultimate warbird.
Well another downside is the looking, i don't like it too much, but ... well, i can get over it.
Comments
Btw I finally bought that ship (reputation's fleet modules) and it's great.
kinda miss the Experimental Weapon and the Hangar Bay of the Ar'Kif, but this is great too.
also I'm still trying to figure out how to use the Molecular Deconstruction Beam: it looks like an "ultimate" skill, but I found it pretty useless.
I'd prefer something like a Spinal Lance or something like that eheh
It's great that you're happy with your new ship and skill tree. It has the least hull capacity of the three ships you've mentioned.
A compendium of things to consider -
Post edited. Hull capacity changed to hull percentage. Nice eye.
The increase in hull regeneration and capacity from the 2 pc Discovery set seems synergistic with both keeping a higher percentage hull remaining for ColCrit and a higher total for Tyler's Duality.
The overall increase in survivability combined with the associated extra damage is what makes the 2 piece a favorite of mine. The combination seems really noticeable. It's crazy.
BTW, I was wondering:
CRYSTALINE TORPEDO
While the Crystalline Energy Torpedo does Antiproton Damage instead of Kinetic (unlike standard torpedo launchers), it is still considered as a torpedo and thus not reflected by Feedback Pulse.
It is a projectile weapon ? Does it get buffed by Projectile Weapons Consoles ?
Cause, if so ... maybe Energetic Protomatter Matrix Infuser would be a nice alternative to Vulnerability Locators, giving double buff to the Crystaline Torpedo.
When a player asks how to do more damage and increase their survivability in advanced or better gameplay all that can really be done is to encourage them to be open to trying different things.
I don't think an Energetic Protomatter Matrix Infuser would be worth the loss of 2% CrtH to all weapons as compared to a Vulnerability Locator, but it could be the right choice for some playing the role of a tank.
The easiest approach might be to further increase your survivability and damage in some other way.
If you're having issues with feedback pulse amongst a group of ships being engaged with Cannon Scatter Volley try carrying and using Cannon Rapid Fire as an additional bridge officer ability to target those without FBP or just stop firing until the FBP ends.
Not sure about the double buff. Makes for an interesting question. That aside, I don't have enough experience with those consoles to say how well they work or if the loss in CrtH is worth the heal.
To use my Raider as an example, it uses all energy specific Spire consoles with the Lorca console (Dsc Reputation) in the T-6X slot. Being generous with CrtH seems to make for a very enjoyable experience and I do everything I can to boost it in all the usual ways.
I finally managed to buy Experimental Ship Token (60M ECs ) and put a 6th Vulnerability Locator.
Now I'm working to get that Jem Hadar Doff that is unlocked when you reach 3 T4 commendation with a Jem Hadar ton ... that guy boosts all damage by 10%.
I'm just struggling to get started with that ton ... starting at lv.60 with that crappy stuff is a pain in the... well, you know where.
Aside from that, I'm thinking about swapping Kinetic Cutting Beam and Assimilated Module, but I'd like some 2pcs Antiproton Set, but can't find anything useful, except for the Ba'ul, which I can't buy (not having enough Lobi crystals).
That would be GREAT stuff for my ship (I think) cause it give Ba'ul refraction to all my AP weapons.
The Discovery reputation Lorca console can take the place of a Vulnerability Locator and offers more CrtH in addition to other things. It's a common choice for T-6X slots on directed energy builds.
Not sure if it'd be worthwhile to replace the assimilated console due to it's boost to CrtH. There could be a couple of single Lobi space consoles that are better.
I'm not familiar with the Ba'ul set so can't tell you whether the refraction effect is worth while. The weapon is a beam array.
I'd agree that the choice of items that provide set bonuses to AP are limited. Some people moved to Phaser or Disruptor for that reason.
If you're looking for room could see replacing the crafted engineering and/or science consoles at some point in the future. There's a console that does more than the specific crafted engineering console with EPS available from playing the story line. The crafted science console could be replaced with a point of EPG in the skill tree.
The Ablative Hazard Shielding would be another one that could give you more room at some point as it's heal function can replaced with Reactive Armor Catalysts. The 2 piece set bonus with the Valdore console is decent until you find something better.
Was wondering if your warbird having Temporal Seating could help with some things.
The Molecular Deconstruction Beam has a damage or healing role depending upon the configuration you choose.
Causal Reversion is a potential heal although don't know how well it works without entropy. It is aux power dependent. It could be tried in place of Best Served Cold.
Recursive Shearing can work decently for damage and could be tried in place of Torpedo Spread 3 if it's moved down to TS2. It isn't dependent on anything.
But the Valdore set give -25% weapon cost ... along with the Sing Core and the Trait I have a -85% Cost on weapons ... I think it's great. Why remove it ?
The Shield healing / temporary health are just an extra.
casual reversion looks nice: maybe I can swap out a Best Served Cold for it, but its not really needed.
should I need hull heal, I'd probably go for the trait that heals when i deal damage.
as for the shearing, i've noticed that but ... meh, don't know.
I kinda like TS3 ... it literally BOMBS enemy fleets. it deals approx 200-300k damage (mean) ... TS2 would be approx 150-220k
When asked for advice the emphasis has been on trying different ways of doing things and then finding what works best for you.
All I can do is suggest things that have worked well for me based on my own experience.
From the Fleet Ar'kif build thread to this one a lot of ground has been covered.
I'm glad your ship is working well for you with the changes you've made.
Does this mean that there's no further need to experiment as it's performance has been maximized so nothing more can be done?
Here's a list of resources for further reading -
My favorite skill tree for directed energy builds: tactical template
DPS League
Cannon Ships in the current Century
Beam Ships in the current Century
Science Ships in the current Century
Ground Combat in the current Century
STO builds reddit
https://reddit.com/r/stobuilds/
https://reddit.com/r/stobuilds/wiki/index/
https://sites.google.com/view/stobetter/new-f2p/energy-basics
I just wanted you to know !
How do you deal with Beam Escorts ?
I recently played a PVP (univ. endeavor) and couldn't hit a single time a buzzing Beam Defiant, which was superfast ...
Now ... that guy didn't have to aim (fu**ed beams, too convenient) and even did TONS of damage (killed me in 10 secs).
Ok, it was my fault not activating my defensive abilities (polarize hull and RSP) but ... damn, those beams should be nerfed for good !
BTW ... since I don't expect anyone to do something do nerf beams, I guess there's something that can be done to prevent that buzzer from buzzing around. Do you have any suggestions ?
It would be a separate thread in itself and you'd really have to be willing to try a whole lot of new and different things.
It's not beams that are unbalanced as they're perfectly fine in PvE but we have less hit points than a lot of NPC's.
As far as moving faster in PvE goes the usual method is to combine Competitive Repuation Engines with an Emergency Conn Hologram (available from the Phoenix prize pack store) and emergency power to engines 1 to reset evasive maneuvers. Also try Deuterium Surplus. Getting around a map faster can be really handy in PvE.
This would also get your defense rating up for a certain endeavor so you're harder to hit.
Of the two types of competitive engines often used the fortified variant that triggers off a hull or shield heal seems popular as it's a predictable boost in speed triggered off something like engineering or science team. Others might prefer the Innervated type that triggers off a firing mode tactical bridge officer ability.
A common meta combination for PvE would be Competitive reputation engines with DSC rep shields and core for the increased hull regeneration.
Here's a couple of articles on the endeavor in question -
https://reddit.com/r/stobuilds/comments/qce8cv/so_you_hate_the_pvp_arena_endeavor_how_to_build_a/
https://reddit.com/r/sto/comments/s26nl3/pvp_guide_targeting_through_placates_exitus_and/
I'm not going to specialize in PVP tho, I just wanted to know how can I adjust my play style.
I often find myself too far from the actual action. My team moves strange and it's hard to stay near to them.
And when I get close, while I activate the skills (TT1, APB1, CSV and TS) the dogfight is already over.
I don't know, maybe there is a way to activate all this skills together with a single click ?
Maybe there is a way to automatically activate a skill when a certain condition is met ? So that I can focus totally on moving the ship and aiming ?
There is a way of activating bridge officer skills in sequence by tapping a single key. It can greatly improve your focus and damage in any type of game play, even while doing missions.
I use a keybind script for the basic tactical rotation. This allows for more time and focus on piloting, targeting, buffs, and heals by decreasing the number of individual keys to press. Combined with arranging key buffs and heals on convenient keys and a couple of mouse buttons for quick firing torpedoes and spike heals (i.e. reactive armor catalysts) it's hard to beat.
Try this program STO Keybind Application with this instructional video. You'll be set up in about an hour.
It'll take care of: EPtW -> EPtE -> CSV -> APB -> KLC -> TT -> PO2 -> A2B
I could never go back to frantically clicking on things after trying this for a week. It gave me the extra focus needed to do better.
YEAH ! Thanks, this is exactly what I was looking for.
I was actually hoping to activate the whole tray with a single click (not just a single button) but that works too. I just have to keep praticing.
Had a thought for a future version temporal warbird... something to think about since it has temporal seating...
Since you have the technicians you could go 2x A2B. You'd have great cooldowns and high w/s/e power.
The Commander tac could be used with Recursive Shearing III (single target) or since you like to corral things perhaps try Timeline Collapse III, then rain down cannon scatter volley followed by a torpedo spread.
With 2 copies of A2B Photonic Officer isn't needed so the Lieutenant Commander science could be weaponized EPG with something like Very Cold In Space (winter event store).
You could even try this without temporal abilities to get a feel for two copies of Aux 2 Batt.
Was thinking of putting a character in a Temporal Raider so your Temporal Warbird came to mind when trying to fit in some boff abilities
Credit to https://sto-league.com/guides/ for the skill tree inspiration as it's similar to one seen on their website that seems to be a good mix of science and the 27 point tactical ultimate.
Surprisingly the ship passed The Ninth Rule Patrol test with flying colors the first time out (played at advanced difficulty and managing to destroy all enemy ships in the final spawn).
Given the results the Ouroboros Temporal Raider seems to illustrate some of the things that can be accomplished with a tactically focused temporal ship so there could be some ideas for the OP here. There's a variety of different things to try! Am also going to test Recursive Shearing III in the Commander boff slot as a single target ability.
Link to full Build
I'm not seeing the aux power scaling in VCIS as tool tip damage shows little variation from 4 to 125 aux.
A point or two into EPG in a skill tree seems to work very well for a wide variety of things.
I couldn't see myself using a tactically orientated skill tree without at least one point into EPG except for an end-game build for a specific ship in which it's use has been ruled out. It's powerful stuff.
The posted skill tree remains one of the more nicely balanced science orientated 27 point tac-ultimate specs that I've come across with the combination of Control Expertise and EPG coming in real handy. Certainly some of those points could be reinvested into drain (for example) if something like a Quantum Phase torpedo is used as a main weapon but that isn't the case here. In a temporal build like the one above Cx and EPG (either together or alone) buff both Timeline Collapse and Chronometric Inversion Field, and potentially other temporal skills that could be incorporated.
In other builds, aside from the variety of EPG boosted skills listed in the wiki, EPG works great with the winter event store bridge officer abilities VCIS, Best Served Cold, and Let It Go. Delayed Overload Cascade (exchange) is another favorite. I find these skills to be good fillers that can hit quite hard with a small investment into EPG.
- added 69 EPG via consoles and damage went up by 160 - 175.
- varied aux 33 to 107... damage went up by 15.6
Things seem to be weighted towards EPG but there's aux scaling also. Hopefully this is working as intended.
Also, why not a grav. well in the SCI slot ?
Finally, I don't really like giving up RSP ... I mean: i could, but ... i really like it
When you switched from an Ar'kif Warbird to a Kolhr Temporal Warbird a lot of things including gear and bridge officer abilities were simply carried over from one to the other. There could be room for some variety and experimentation.
The Ar'kif didn't have the seating to support two copies of A2B whereas now it's a possibility. Depending on personal preference some might like the good stuff it brings such as the higher W/S/E power. A higher weapons overcap and increased shield power could result in a higher damage potential and shields that are harder. Now that you're chaining abilities faster with a keybind it might be that the Valdore console is the main shield heal via dealing damage alone.
You've done a great job at improving your directed energy damage.
Others might take a temporal warbird a step further into the temporal realm with a small investment in EPG and Control Expertise and incorporate entropy builders and consumers in an effort to provide some control and damage to targets in addition to potentially decreasing the damage that those targets can deal to them (i.e. Chronometric Inversion Field + Timeline Collapse).
There's no reason you couldn't try a Gravity Well 1 for a simple pull effect without damage. VCIS is just one suggestion to incorporate EPG damage into the mix of things in addition to some of the temporal abilities above. I found the combination pretty effective but your tastes could differ.
I think if I had your ship it might have a slightly different skill tree combined with a couple loadouts so I could do different things with it according to the map being played and perhaps just to keep things fresh. Some might consider this a bonus. It is a ship with specialty seating.
I have no idea