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INFINITE POWER - abusing every trick in the book to run the goofiest Guramba possible

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2012 in Klingon Discussion
This is my first time posting here, so be gentle!

It's hard not to love the Guramba. It has a fancy animation, one of the most unique looks in the game, fires a gigantic laser... the list goes on and on. I fell in love with the ship when I bought it and wanted to squeeze every last inch of power out of the ship that I could.

I've been testing tons of builds, layouts and playstyles on the Guramba over the past couple weeks, and I feel I'm finally confident enough to share this build with all of you. The guiding principle is that you're abusing every trick in the book to keep all your critical ship power levels at outrageous highs, making you nigh-invincible if you play your cards right.

I should probably add a disclaimer that this build requires some consoles available on C-store ships. Some you can omit; some you really can't. I'll mention which below. I've left out things in the build spec that don't really matter to the main principle behind the build (like what mods to use on your weapons.)

Hopefully you'll find this build as fun as I have!


Eng captain

Guramba Siege Destroyer

Equipment


Fore: Disruptor DHC x4
Deflector: Honor Guard (has +flwc)
Impulse: Honor Guard
Shields: Honor Guard
Aft: Disruptor turrets x3
Devices: Red Matter Cap, Subspace Mod
Eng consoles: Plasmonic Leech (from Vandal Dest), Aceton Assim (from Draguas), Assim Module
Sci consoles: Field Gen, Flow Capacitor
Tac consoles: Disruptor x4

Stations

Com tac: Tac Team 1, CSV 1, CRF 2, CRF 3
Lt com tac: Tac Team 1, AP Beta, Ap Omega
Lt eng: EPTS 1, FLOATING SLOT
En eng: EPTS 1
Lt sci: HE 1, TSS 2

Gameplay

The idea is to control your power levels and drain your target's power levels, enhancing your performance and crippling theirs. You use your buffs and passive bonuses to keep your weapons and shields power so high that you can redirect base power to your engines. This gets around the reduced turn rate and speed that comes with Siege Mode, and allows you to still fly around like a bat out of hell.

1) I set my power levels to 65/55/55/25. Depending on your skill points, you should tweak these levels to get a set of settings that works for you.

2) Siege Mode should be on, all the time. It adds 10 to weapon power and 5 to shields. Don't use your javelin unless you're showboating or need a big hit. The transformation time is a loss of damage and you'll lose the power level bonuses.

3) You should be chaining EPTS, CRF and Tac Team constantly. I find it helpful to bind all these to the same button together with Fire All and Distribute Shields so I can just mash it and get most of my buffs going.

4) In combat, pick your target and start firing. Use your engineering captain buffs: Nadion Inversion and EPS Transfer. When EPS Transfer is on cooldown hit your Red Matter Capacitor. For 50 seconds you'll basically have 125 power on weapons, shields AND engines. Your Plasmonic Leech console will contribute heavily to this.

5) The Aceton Assimilator is used to drain your target's power levels. Spam it whenever possible and in range.

6) When your engineering captain buffs are all on cooldown, you should STILL have 125 power to weapons and shields. Your engine power will drop to around 95. You'll still be tanky as all hell and you'll still hit like a truck.

Options for the floating slot

DEM - more damage.
Eng team - hull heal.
RSP - OH ****! button.


If you have or are considering getting a Guramba, please try this out! I'm happy to get any feedback on improving this build.
Post edited by Unknown User on

Comments

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Without going into the tradeoffs for switching an entire set, one more trick you might try is the 3 piece Breen set. It's +9 to power levels, basically a free Energy Siphon 1.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I like that a lot, although if you're going to ignore the Javelin, it may be worth throwing Polaron in there for the -25 power proc, it's relatively useless in itself (to the point where they're considered lolaron), but in conjunction with a drain build like that it just might tip things over the edge. I'm hoping to aquire the Nausicaan ships via dilithium to roll a Nausicaan engineer, this seems like a pretty intresting use of the consoles.

    The only change I'd deffinitely make is swapping TSS2 for HE2, since aside from Miracle Worker you haven't got a hull heal unless you put one in the floater, and I found RSP1 indispensible in the Fleet Escort which has the same loadout bof slot wise. I also chained TT, weapons buffs and EPTS1 in that and found it very tanky.

    I was worried at the lack of (my) usual engineering consoles in that build, but the lack of EPS console would be mitigated by the plasmonic leech, the lack of RCS console by the extra raw power on tap, but I'd still miss neutronium armour console if shields went down. I'd perhaps experiment with having one of the universal consoles instead of a weapons one and taking neutronium armour.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Having 125 engine power is basically useless and won't help you much at all.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    -Troika- wrote:
    Having 125 engine power is basically useless and won't help you much at all.

    Engine power increases flight speed and turn rate. It's not useless.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    In combat 125 weapons power more useful especially with DHC's. 125 Engine power is only really good for running or chasing.


    i'd also recommend EPS consoles, they are quite useful after long impulse burns and swapping power levels as required. For example: quickly dumping additional power levels to your Aux will improve your only hull heal.

    I personally don't use RSP, it's the long cooldown and doesn't offer dmg res. I can't speak for everyone but most the good pvper's i know think it is a bit of a waste. Don't forget as an engineer you can generate shields with rotate. Aux to SIF is good in that spot.

    Then again you do prioritise your power levels differently to how I would. I go all power to weapons and the left over goes into Aux. The big reason for this is it's affordable to max out the T4 engine and shield skills which give 9 extra points into energy levels.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    What do folks think of the various strengths of Tac, Sci, and Eng with Guramba?

    Obviously the OP's Eng shows the power of OMFG POWER LEVELS.

    Thoughts?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Power is never going to be an issue for any class if you are running the Plasmonic Leech console.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    warduke73 wrote: »
    Power is never going to be an issue for any class if you are running the Plasmonic Leech console.

    ^^ This is true, I do this on every KDF ship I own
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Plasmonic leech is great, but it doesn't peg your bars quite like an Engie.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    3) You should be chaining EPTS, CRF and Tac Team constantly. I find it helpful to bind all these to the same button together with Fire All and Distribute Shields so I can just mash it and get most of my buffs going.
    How do you do this? I tried to, but It wouldn't let me do it. :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    mbradshaw wrote: »
    How do you do this? I tried to, but It wouldn't let me do it. :(

    The keybind guide on the wiki will help a lot, but here's a primer:

    Let's say you have Tac Teams in the 1st bar, slots 1 and 2. CRF in 2nd bar, slots 1 and 2. EPTS in 3rd bar, slots 1 and 2.

    The command to execute a tray power is "+TrayExecByTray x y". x is the tray number and y is the slot number. Keep in mind that you count from ZERO - tray 1, slot 1 is "0 0".

    The command to fire everything is "GenSendMessage HUD_Root FireAll".

    The command to distro your shields is "+power_exec Distribute_Shields.

    Combining all of these with the example slots above, you would do the following:

    /bind space "GenSendMessage HUD_Root FireAll $$ +TrayExecByTray 0 0 $$ +TrayExecByTray 0 1 $$ +TrayExecByTray 1 0 $$ +TrayExecByTray 1 1 $$ +TrayExecByTray 2 0 $$ +TrayExecByTray 2 1 $$ +power_exec Distribute_Shields"

    Unfortunately, that won't fit into the chat bar, so you should do this:

    In STO, while in space, type the following into your chatbar:

    /bind_save_file guramba

    Now go to your STO folder and look for the Live folder (Star Trek Online\Live). Find the file marked "guramba". Replace the space bind with the bind I made above.

    That should get you set up. Have fun!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Engine power increases flight speed and turn rate. It's not useless.

    your defense score will max out long before engine power that high. you wont be any harder to hit then an escort with 50-60 engine power.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Zahinder wrote:
    What do folks think of the various strengths of Tac, Sci, and Eng with Guramba?

    Obviously the OP's Eng shows the power of OMFG POWER LEVELS.

    Thoughts?

    Sice I last saw this thread, I've gotten my 'rumba and it's one of my favourite ships, but I've only used it with Tac and Eng, not Sci. With the Tac, you've got a rather unholy ammount of firepower and can make yourself relatively resilient for an escort, especially with traits like ellusive and the right attack patterns. I find it's also good for the engineer, since you can keep it in one piece during siege mode much easier and still push out a good ammount of damage, but it's more sustaining high DPS with good spikes, than high DPS with monster spikes. Vs other escorts, you'll have the advantage, but against a cruiser, a tac will have an easier time. In Arena, if you've got a good healer, then the tac is probably the most useful, but in C&H, Ker'rat, or a pug where you may not see so much as ST1 from a team mate, the engineer's survivability can really swing things for you.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Zahinder wrote:
    Plasmonic leech is great, but it doesn't peg your bars quite like an Engie.

    True, but than that is just one advantage they have against other advantages Sci and Tact have using the same ship. I get where you are going there, but I don't think it is much of an issue. If anything, it gives ENG a nice option to get out of their battle cruisers.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Interesting on Eng for sure...will have to play around with the diff sets to see what works best until I can get the Honor Guard one...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Didn't think you could actually use 4 DHC, i thought 2 was the limit due to cooldown/timing issues.
    You can equip 4 but, I don't think the 4th does anything, and the 3rd fires every 3rd or 4th round. I'm nt sure tho
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    problem is when it comes to going against the CE, the syphons and assims are just extra easy target for the fragments. so you power venture there will be useless. it appears to be the only real downside apart from the lack of resistances to your hull.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    You are missing out on the power of a Torpedo and adding in the extra cannon is hurting your overall power. With HG torps are especially wicked.

    Also you are missing Theta Radiation Vents. Aceton Assemilators are pretty pathetic unless you are running a full Energy Drain setup and so they are not helping your Guramba much. Ditch those for anything better.

    The Flow Capacitors generally do not help that much and they do next to nothing for Weapons power because it does not work the same way as just switching power. What they help with is restoring power after Full Impulse or the slight lag when flipping between modes.

    I offer this as a nice example of Gruamba viciousness: http://www.youtube.com/watch?v=kYbU8Xu25QQ
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sice I last saw this thread, I've gotten my 'rumba and it's one of my favourite ships, but I've only used it with Tac and Eng, not Sci. With the Tac, you've got a rather unholy ammount of firepower and can make yourself relatively resilient for an escort, especially with traits like ellusive and the right attack patterns. I find it's also good for the engineer, since you can keep it in one piece during siege mode much easier and still push out a good ammount of damage, but it's more sustaining high DPS with good spikes, than high DPS with monster spikes. Vs other escorts, you'll have the advantage, but against a cruiser, a tac will have an easier time. In Arena, if you've got a good healer, then the tac is probably the most useful, but in C&H, Ker'rat, or a pug where you may not see so much as ST1 from a team mate, the engineer's survivability can really swing things for you.

    Jumping in for some advice: I am a Tactical captain on the Klingon side and have been saving up CP for several months. Is it important if Deflector-Impulse-Shields slots use the Honor Guard set? I have two out of 3 for both the Borg set and the Jem'Hadar set. I'm also sure that the Aceton Assimilator and Plasmonic Leech consoles are useful but are they 2,000 CP-useful? Why would I want to pay that much to get not those ships but the consoles? If an Engineer captain wants to use a Tactical ship instead of a Carrier, that's your choice.... any advice to adjust a Guramba for Tactical gameplay is appreciated.

    Anyway if I get the Guramba, I will have a Nausicaan character with Nausicaan melee weapon on a Nausicaan ship :cool:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Jumping in for some advice: I am a Tactical captain on the Klingon side and have been saving up CP for several months. Is it important if Deflector-Impulse-Shields slots use the Honor Guard set? I have two out of 3 for both the Borg set and the Jem'Hadar set. I'm also sure that the Aceton Assimilator and Plasmonic Leech consoles are useful but are they 2,000 CP-useful? Why would I want to pay that much to get not those ships but the consoles? If an Engineer captain wants to use a Tactical ship instead of a Carrier, that's your choice.... any advice to adjust a Guramba for Tactical gameplay is appreciated.

    Anyway if I get the Guramba, I will have a Nausicaan character with Nausicaan melee weapon on a Nausicaan ship :cool:


    Plasmodic leech is useful, and I like the vent theta one too, Ive never used the aceton assimilator one though, but as others have mentioned, that's better in a full on drain build. I ended up with the consoles I did because I wanted to keep my Nausicaan in Nausicaan ships, and they've worked out better than I expected.

    Regarding which set to use, I've used full HG on my Tac because I like the basic stats of the pieces a lot, but the second set bonus is a little underwhelming really, so I'm going to be experimenting with 2 of each, I'll likely keep all in my inventory to swap around as necessary. I've also been getting good mileage on my Eng with the HG shield and 3 piece borg. Either way, the HG shield is a great bit of kit to have on the Garumba wether you pair it with other HG parts, or Borg parts.
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