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Need help preparing for PvP

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited June 2010 in PvP Gameplay
I've been planning on getting involved in PvP for awhile now. When the powers changes were announced I decided to hold off until they when live. I've PvPed in other games before, but in STO I've only PvPed a few times on the test server.

Any suggestions from experienced PvPers on BO powers, weapons, consoles and tactics would be much appreciated.

My character is a Tactical RA5 in an Assault Cruiser. Here's my current setup:

CDR Eng > Emer Pwr Shield 1 _ Rev Shield Pol 1 _ Rev Shield Pol 2 _ Aceton Field 3
LCdr Eng > Emer Pwr Wep 1 __ Eng Team 2 ___ Extend Shields 2
.... Lt Sci > Science Team 1 ___ Feedback Pulse 1
.... Lt Tac >Torp: High Yield 1 _ Atk Pat Beta 1
... En Tac > Tactical Team 1

Fore: Phaser Dual Beam Bank, 2 Phaser Beam Arrays, & 1 Quantum Torpedo Launcher
Aft: 2 Phaser Beam Arrays, 1 Quantum Torpedo Launcher, & 1 Transphasic Mine Launcher

Engineering consoles are all damage resistance, Tactical consoles are 2 + Phaser dam & 1 + Quantum Torp damage, and I forget what the Science consoles are. It's been awhile since I've logged in.

Since my Captain isn't an Engineer I don't think he'd really do that well as a healer. So I guess I'm looking at playing a hybrid DPS/Support role. Is that even possible in STO's PvP? Or would I just be holding a good team back, when they'd get a better benefit from a more specialized character?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    While I don't have much (any?) tac/cruiser experience I will share some of my thoughts on how to build a cruiser post patch. Keep in mind I'm a healbot and not an offensive type when it comes to a cruiser, so feel free to not listen if you don't want to heal.

    As a tactical, you don't have access to Engineering Team 3, which makes ET2 the best you can do in terms of spike hull heals, however, for tac in an assault cruiser this is what I would recommend (for healing).

    Fore: 1x Beam Array, 2x Dual Beam Bank, 1x Quantum Torpedo Launcher
    Aft: 3x Beam Array, 1x Quantum Torpedo Launcher
    Eng Consoles: 2x Booster Modulator, 1x SIF Generator, 1x EPS Flow Regulator (the EPS flow regulator can be swapped for an extra Booster Modulator or an extra SIF Generator. it depends on how much power level switching you're doing)
    Sci Consoles: 2x Halon System
    Tac Consoles: 3x Energy Type

    Eng Commander: Emergency to Shield 1, Engineering Team 2, RSP 2, Aux to SIF 3
    Eng Lt. Commander: Emergency to Aux 1, Engineering Team 2, (Aceton Field 2, Boarding Party 2 or Extend Shields 2)
    Sci Lt: (Science Team 1 or Hazard Emitters 1), Hazard Emitters 2
    Tac Lt: Torpedo High Yield 1, Attack Pattern Delta 1
    Tac Ens: Beam Overload 1

    Run at 100/25/25/50 dumping power to shields as necessary if you're using Extend.

    Someone else may have better advice, but that's about the best healing build I can come up with for a tac in an assault cruiser.

    More offensive builds are certainly possible, but I'm a bit of a purist when it comes to the cruiser's role on the battlefield.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Since my Captain isn't an Engineer I don't think he'd really do that well as a healer. So I guess I'm looking at playing a hybrid DPS/Support role. Is that even possible in STO's PvP? Or would I just be holding a good team back, when they'd get a better benefit from a more specialized character?

    Its possible, its just really hard to do it and not be a drag for the team. As a cruiser you can push out some decent sustained damage, but the burst is the biggest issue. Not having access to engineering team 3 really hurts, simply because those are the best skill you can put in the lt.com slot. From what I've seen though, tacticals in cruisers don't do well in direct healing positions, thats how hard the loss of ET3 hits.

    Additionally, pick which one your wanna do, support or DPS. In the current meta it is fairly hard for a player to do both well. while you could make it work, it would be the equivilant of playing a bad character in a fighting game through a tournament where everyone is using the best characters. It would take significantly more effort.


    also, join the organizedpvp channel and ask questions there if you want immediate answers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Send your tactical team bo out for some training and maybe a dinner, I'd try beam overload or beams fire at will.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    Thanks everyone for the help and suggestions.

    Debonair wrote: »
    Send your tactical team bo out for some training and maybe a dinner, I'd try beam overload or beams fire at will.
    Isn't Beam Overload still bugged? Doesn't it still occasionally cause your weapons to be unable to fire? I ask because I quit using it when this bug was first reported so I don't know.

    And Beams Fire at Will has always seemed to me to be almost a worthless skill, or I'd think that in PvP it would be. How often are you going to have multiple targets that are close enough for it to really be helpful?

    My understanding is that Tactical Team now clears debuffs like Tractor Beams and Attack Pattern Beta. Wouldn't that make it worthwhile to have in PvP?

    I'm not arguing, I'm just asking. Because I don't know.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2010
    I haven't paid much attention to know if Tactical Team removes those debuffs still/anymore but I just don't care for TT on my Sci/Cruiser because it puts ET and ST on cooldown. Maybe it's not so bad, but I really like to keep my heals available as much as I can. I think Beam Overload is working fine, at least, I haven't been having the problem you spoke of. And in PVP I struggle to keep up sometimes so Beam Fire At Will makes for a pretty light show. Sometimes I think it actually does some good while Beam Overload is down.
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