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Klingon needs PvP advice

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited September 2010 in Klingon Discussion
My toon is max level science captain. In a nutshell the problem I'm having this week is I've run into unkillable Feds in space PvP.

What I'm seeing are Fed ships that are putting out strong dps (better than mine) and insane defense. Like 4 ships are beating on them for well over a minute and the shields barely flicker and they are not getting healed by teammates. When I see the green glow of RSP I hit them with the beam the strips all buffs (can't remember the name right now) but to no avail.

I've tried multiple specs. I gone full defense with hull and shield boosting abilities and tried to outlast these Fed opponents focusing on healing my allies. Doesn't work. Their weapons seem to cut right through me even with all the shield and hull healing/boosting abilities I have. I can't seem to match their defense. Not even close.

I've switched ships, skills, weapons. Most of my gear is purp valor gear. I don't have a problem with power. It's always at 100+ in whatever system I chose.

What am I missing?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Other KDf players will need more info about your build, weapon set-up and skills associated to be more helpful. What abilities do you use to defend yourself (shield/hull healing)? What are you primary attack skills? What vessel do you fly? As a KDF member, have you accepted the fact that you are both under-powered and over-powered at the same time?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Ugh not in game right now. Can't remember all the dang names. Lemme see:

    RSP
    Emergencey Power to shields
    Aux power to integrity fields (or something like that. It's a shield boost with regen)
    Attack pattern Alpha (buff to damage resistance one)
    The hull polarity one (damage resistance + breaks tractor beam)
    2 Engineering team (for hull heals)
    aceton field (debuffs damage on target)
    extend shields
    high yield torps (tricobolt torp btw)
    emergency power to weapons
    brace for impact

    Then I got the 2 sci abilities that up my resistance to damage and the beam ability (SNB?) that strips an enemy of any buffs they are using. Got the photonic fleet ability, ramming speed etc. Probably missing something in that list.

    Been using the top tier cruiser (NegVar?) with tetryon and antiproton beam banks or maybe arrays (whichever is the harder hitting one). I have two of the power transfer components that always keep your power maxxed. I have components to up tetryon and antiproton damage. Got the shield type with the most power but the slowest regen.

    I've checked my character sheet and the skill points I have support these abilities.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Right off the bat, being science, I have little to offer in the way of advice. I play Tactical BoP and know little of how to cross-class science in a cruiser.
    I can say that using two different weapon power types (tets/Ap) will show a decrease in dammage output due to the skill point loss caused by trying to max both, or so theory goes.

    You seem to have a decent build and should do better in damage output if you can take advantage of the Tets dropping shields - tricobalt torp combo, but you must be close to the target to get that Tric torp to hit before it is shotdown. Possibly set-up ACF before hand to further weaken your target before attempting the tet/Tric combo.
    Maybe think about Directed Energy Modulation as a possible power to accent your dammage, works well with Beam Overload I hear.
    Have you tired a carrier yet? I believe they may allow better use of your science toon abilities.
    Sorry I could not help further (if at all), but I will think on it a while and return since I have a science alt KDF and need to start theorycrafting ideas for him.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Obelus wrote:
    What am I missing?

    Mk XI gear (notably consoles) have had an affect on their ships. That'd be my first guess anyways.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Tried carriers but it's like flying a bus, even with turn rate consoles. Just found them frustrating.

    I'll have to look into the xi consoles. It's hard to believe the upgrade could be that dramatic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    My next question was going to be what consoles you run with?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    What consoles should I have?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I keep trying these abilities and they just arent working. RSP seems to be the only thing that works
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Obelus wrote:
    What I'm seeing are Fed ships that are putting out strong dps (better than mine) and insane defense. Like 4 ships are beating on them for well over a minute and the shields barely flicker and they are not getting healed by teammates.
    They're not getting Science Team stacked on them between RSPs, are they?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Not that I could see.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Obelus wrote:
    What consoles should I have?

    Depends on your healing abilities.
    I'll try and find a good list of what type helps what and get back to this thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Thanks appreciate it.

    Really I just wanna know the secret. I mean I'm seeing players walk away doing 400k damage in a match...and 300k healing. I specced for healing and I barely get half that. And damage...ppf forget about it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    The secret is timing and knowing how things work together. Here is a link to another thread about BoP's and science.
    http://forums.startrekonline.com/showthread.php?t=173728

    and one about BoP's in general.
    http://forums.startrekonline.com/showthread.php?t=136946

    still looking for a good list of consoles to compile a what helps what and STOwiki seems the best place to get that info.
    Console use will depend on what you want to do with each set-Tactical for dammage/science for shields/hull/crew - engineering is a catch all really and can be used to enhance all sorts of abilities.
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