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Tholian Recluse Build Discussion

seventhpawnseventhpawn Member Posts: 21 Arc User
edited August 2012 in Federation Discussion
Hey all!

Been looking around and didn't see much talk about the Recluse and possible loadouts that people might have used to good effect. My captain is a Sci, and I mainly do PvE, so I was sitting on 4 beam arrays now, the torp that it comes with, and a quantum in the back. Have most of the fun consoles sitting in it, and I threw in a tac officer in the universal slot.

Hope that people can share some of their loadouts to good effect. Who knows, maybe this will start something around here for the Recluse Carriers. Catch everyone later.
Post edited by seventhpawn on

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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    Commander tactical
    Tactical team 1
    Beam overload 2
    Fire at will 3
    Attack pattern beta 3

    LtC science
    Jam sensors 1
    Hazard emitters 2 or TSS2
    Gravity well 1

    LtC engineering
    EPtW1
    RSP1
    Aux to Battery 2 or Aux2SIF

    Ensign science
    Science team 1

    Ensign tactical
    Torpedo spread 1

    5X polarized tetryon arrays
    Omega set
    Red matter capacitor
    Sub space modulator
    Etc.
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    hrci2907hrci2907 Member Posts: 648 Media Corps
    edited August 2012
    Does anyone have any other suggestion? Is it worth putting a science officer in a universal slot even if i am a tactical officer?
    "This is your ultimate STO Youtube channel!"
    https://youtube.com/user/MyBalkanGaming
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    thoroonthoroon Member Posts: 409 Arc User
    edited August 2012
    hrci2907 wrote: »
    Does anyone have any other suggestion? Is it worth putting a science officer in a universal slot even if i am a tactical officer?

    Always depends on which role you want to play on the battlefield.
    Using a Tac Commander means doing more weapondamage. This looks good for you, but might hurt your group.
    Using a Sci Commander gives you more Utilities and Heals.
    Having 2 Gravity Wells/Tyken's on a Group of enemies can be very entertaining and is superduper for Torpedoboats, which work best with tight groups of shieldless "things".
    Using a Eng Commander gives you the available slots for EPTS/EPTW-cylcing, while using a strong ship for tanking (only downside is you need to invest on Threat Control to make it work).

    It is one of the things I like about the Tholian BOFFlayout, you have a very strong station to switch frealy, which alters your skillset in a way, that it changes your gameplay by more than a bit (on the fly).

    Currently working on a Tac Alien for a Orb Weaver, to use this advantage on the battlefield. Haven't decided about traits yet, though.
    So far this is one of the BOFFlayouts I consider using (for Blockade in specific):click
    Ignoring the Universal Slot, it basically gives me the "basics" I always want, with having the Universal Slot switched by needs. it should be easily adaptable for a Recluse.
    [SIGPIC][/SIGPIC]
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    dknight0001dknight0001 Member Posts: 1,542
    edited August 2012
    As a Sci, I want the Tholian Recluse and would run it heavy Sci build. From what I understand if your built right it's fantastic as you have every Sci power you want/need.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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    seventhpawnseventhpawn Member Posts: 21 Arc User
    edited August 2012
    It is neat to see the different ideas. I run the setup below right now and it seems to do well as a wrecking ball, but yea if you did put Sci in the commander slot it would have ton of utility. When I run around with the Atrox there is so much to do because of the Sci, it takes a lot to take that sucker out because of the utility.

    Right now I am running the Recluse like this

    Comm Univ - Tac - Torp Spread, Torp Spread, AP - Beta (Because I can't find anyone yet to do Fire At will 3), AP - O 3
    Ens Tac - Fire At Will
    LT Comm Eng - EPTS, EPTS, Emerg Power SIF
    LT Comm Sci - Sci Team, Transfer Shield, GW
    Ens Sci - Polaraize Hull

    Weapons
    • Front - 2 Disruptor Array, Therminonic Torp
    • Aft - 2 Disruptor Array, Quantum Torp

    Consoles
    • Eng - Neutronium, EPS, Tholian Grid, Borg Console
    • Sci - Field Generator, Point Defense, Theta Vent, Anti-Matter Spread
    • Tac - Disruptor dmg console.

    Like that it is okay with the GW and it lines eveything up in a tight little ball for a Torp Spread of doom. Takes a bit to get through the shields on that setup, and it seems to TRIBBLE off groups of baddies. With the Tholian fighters, they hurt on a normal basis but as soon as I get the disruptor debuff on they wreck stuff. Then I throw on the Tholian Grid and things explode. Seems to do well as a DPS machine in PvE. Don't know if it can be tweeked better or differently to handle the task.
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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    For PVE

    Gravity well 3
    Tractor beam repulsors
    Hazard emitters 2
    Science team 1

    Photonic shock wave 1
    Transfer shield strength 2
    Jam sensors 1

    Eject warp plasma 1
    RSP1
    Emergency to shields 1

    Science team 1

    Tactical team 1

    Borg set
    Vent Theta radiation console
    jump console
    Borg console
    RCS turn accelerator
    1 particle damage enhancer
    1x graviton generator
    Antimatter spread console
    Shield % increase console
    2x energy weapons consoles (or leave the universals here for an extra particle and graviton console)

    Run 55-55-25-95
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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    An issue that you are going to have with a science commander is a lack of DPS spikes. It can do DPS, sure but the tactical commander improves debuff and damage spike ability.

    Whatever way the wind blows, I highly recommend;

    Jump Console. Helps the Recluse stay pointed at the target, avoid some damage and maintain control superiority.

    56,000 HP hull, focus on shields instead of healing. Even if a side goes down you will survive for a while. Always have something to heal, but don't give up on shields if there's a sacrifice. Avoid aux to SIF, use hazard emitters for NPC's survival.

    Use tetryon weapons if you run with the on board widow fighters. Tetryon glider from the omega set works wonderfully.

    Bottom line is in PVE you are up against lots of strong opponents, 10+ enemy ships with 150k hull apiece. Whereas in PvP I would run a full shutdown/VM science build, in PvE you face much higher shields and hull. The commander tactical really goes far. GW1 is about the only useful science skill I've found to work in PVE lately, I've tried everything, tachyon beam, photonic shock wave, scramble sensors, and I've found that only gravity well is 100% reliable as you get chain reactions. If you are running STFs, or fleet events, use the tactical commander and his debuffs to escalate the DPS. More often than not in PVE you win if things die quick, but crowd control and healing won't match the enemies DPS. You've got to knock them down...

    EDIT

    fighters are funny. When they attack a target they just circle it and shoot. Not so hot for effective, concentrated fire. To maximize their damage, constantly replenish them. Reason is, once out from launch bays the fighters immediately start firing at the target and launch their torpedoes. That means 6 more beams and 6 more torpedoes are hitting the shield face that's closest to you, instead of just randomly flying around. Helps damage spikes.
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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    Off topic, but I feel like STO would be improved by increasing the amount of boss ships and decreasing the amount of fodder ships. Ever fleet alert it seems we kill off about a hundred ships, averaging 900 crew each ship, that's 90,000+ dead Orion's plus all that material gone. I highly doubt that the Orion syndicate would keep sending their fleets, nor do they have an endless supply of material...
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    raud1raud1 Member Posts: 0 Arc User
    edited August 2012
    An issue that you are going to have with a science commander is a lack of DPS spikes. It can do DPS, sure but the tactical commander improves debuff and damage spike ability.


    +1


    I have tried numerous combinations of BOF Skills and weapon loadouts with the Recluse on my TAC captain and settled on the following build for STF's and FE's:



    Comm Univ - Tac - TT1, CSV1, CRF2, APB3
    Ens Tac - TS1
    LT Comm Eng - EPTS1, RSP1, EPTS3
    LT Comm Sci - HE1, FBP1, GW1
    Ens Sci - TB1



    Weapons

    Front - 2 Cannons (Phased Tet - MK XII acc x2), Quantum Torp (MK XII borg)
    Aft - 3 Turrets (Phased Tet - Mk XI acc crth)


    Consoles

    Eng - Neutronium, Tholian Grid, Borg Console, Subspace Jump
    Sci - Field Generator x2, Particle Generator x2
    Tac - Tetryon consoles x2
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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    raud1 wrote: »
    Comm Univ - Tac - TT1, CSV1, CRF2, APB3
    Ens Tac - TS1
    LT Comm Eng - EPTS1, RSP1, EPTS3
    LT Comm Sci - HE1, FBP1, GW1
    Ens TB1


    Consoles

    Eng - Neutronium, Tholian Grid, Borg Console, Subspace Jump
    Sci - Field Generator x2, Particle Generator x2
    Tac - Tetryon consoles x2

    This is actually what I would run if I had the phased tet turrets. (somehow my 24 boxes of weapons have only two turrets- and my $170 didn't even net an orb weaver-anyone have an extra, gimme! :D)

    I would replace epts 1 and 3 with eptw1 and aux to battery1
    And replace HE1 and FBP with PolHull1 and TSS2
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    raud1raud1 Member Posts: 0 Arc User
    edited August 2012
    This is actually what I would run if I had the phased tet turrets. (somehow my 24 boxes of weapons have only two turrets- and my $170 didn't even net an orb weaver-anyone have an extra, gimme! :D)

    I would replace epts 1 and 3 with eptw1 and aux to battery1
    And replace HE1 and FBP with PolHull1 and TSS2

    I actually have several BOF's that I switch out depending on the specific STF / FE, but the ones I listed work as a good all around setup when I get lazy

    I had fairly good luck with the phased tetryon packs that I bought and got the rest of the weapons straight up on the exchange when the prices were low. (6 BA's, 2 DBB's, 6 Turrets and 3 cannons) just so I could try all combo's on my Recluse and Weaver :D

    I haven't used my 6 MK XII acc x2 Beam arrays yet as I was hoping they would be account bound after the patch today but they show as character bind on equip :(
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    gremlingremlin Member Posts: 0
    edited August 2012
    Here is my set up which works absolutely amazing for tanking. now if I could squeeze a bit more damage out of her. ^_^

    BOFF powers:
    CMDR ENG: EPtW1, EPtS2, ET3, Aux2Sif 3
    LTC ENG: EPtW1, EPtS2, ES2
    LTC SCI: Haz EM 1, TBR 1 , GW 2
    LT SCI: TSS 1
    ENSG TAC: FAW 1

    Ship Gear:
    3 part Borg, Maco MK XII shields
    Weapons: working towards 6 phased tetryon beam arrays mk XII acc x2
    Eng consoles: Ablative Hull armor, Electroceramic Plating, Monatonium alloy, (Currently empty)
    Science Consoles: 2x Field Generators, Borg, Tholian Console
    Tacical Consoles: 2x Tetryon
    Hanger: Widows, (perhaps not the best but i love their little blue beams)

    Doffs:
    Energy Weapons Officer
    Tholian Warfare SPecialist: borg
    warp core engineer
    Technician
    Gravimetric scientist
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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    raud1 wrote: »
    I actually have several BOF's that I switch out depending on the specific STF / FE, but the ones I listed work as a good all around setup when I get lazy

    I had fairly good luck with the phased tetryon packs that I bought and got the rest of the weapons straight up on the exchange when the prices were low. (6 BA's, 2 DBB's, 6 Turrets and 3 cannons) just so I could try all combo's on my Recluse and Weaver :D

    I haven't used my 6 MK XII acc x2 Beam arrays yet as I was hoping they would be account bound after the patch today but they show as character bind on equip :(


    Lucky. In using polarized tetryon arrays, I find the 10% proc increase up from 2.5% a better advantage. You want some phased tetryon dual cannons, I've got like 10 of em.

    Aux to Battery, with Technician Boff helps skill resets amazingly. I run that and Eject warp plasma as interchangeable.
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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    gremlin wrote: »
    Here is my set up which works absolutely amazing for tanking. now if I could squeeze a bit more damage out of her. ^_^

    Damage= commander tactical.

    Without swapping much I would trade FAW1 for TacTeam1, run Aux to Battery, ditch the engineering armor consoles, and put 2X particle generators in with the gravity generators. You may want the shield cap console in science though...add a dual beam bank up front, that will increase front DPS, and limit arrays to 5, remember the fifth array is firing at -40 weapons energy, -45 with the EPS regulator.

    Are you running...nadion inversion? The engineering skill which does increased DMG through shields?
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    gremlingremlin Member Posts: 0
    edited August 2012
    Damage= commander tactical.

    Without swapping much I would trade FAW1 for TacTeam1, run Aux to Battery, ditch the engineering armor consoles, and put 2X particle generators in with the gravity generators. You may want the shield cap console in science though...add a dual beam bank up front, that will increase front DPS, and limit arrays to 5, remember the fifth array is firing at -40 weapons energy, -45 with the EPS regulator.

    Are you running...nadion inversion? The engineering skill which does increased DMG through shields?

    Commander Tactical=Not a Tank ^_^

    Nadion inversion reduces the power drain of a power, I think you are talking about DEM (Directed Energy Modulation) I am not currently running, though I am seriously considering it. Perhaps by making my build a bit more selfish by dropping extend shields.
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    ussultimatumussultimatum Member Posts: 0 Arc User
    edited August 2012
    gremlin wrote: »
    Commander Tactical=Not a Tank ^_^

    While Engineers certainly get a suite of exceptional survivability tools, in space "tanking" is heavily decided by your ship.

    In the same vein the amount of damage, particularly burst damage, you will be capable of will also be heavily decided by your ship.


    All of that being said, a Tac brings huge damage potential to every ship type just as an Engineer brings survivability to every ship type.

    Finally, while an Eng in a cruiser will certainly be much more survivable - a Tac in a Cruiser can basically tank nearly everything this game's PvE environment has to offer.

    The things it can't are generally things that tend to one-shot some all cruisers - like the infamous borg torpedoes.



    Now, with all of that in mind a "tank" needs NPC ships to shoot at it, if you actually intend to be a tank - a Tac in Cruiser with 6 ranks of threat will consistently out threat an Eng in the same Cruiser with 9 ranks of threat.


    Where does that leave the Engineer?

    Well, the Engineer has what I like to consider 'survivability to spare' - meaning that while they are tanking they can also afford to toss out quite a large portion of their heals to other ships.

    The tac can tank just fine, but tends to be unable to share those resources.
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    seventhpawnseventhpawn Member Posts: 21 Arc User
    edited August 2012
    I like the ideas about the phased weapons. Never thought about it. Main question I am wondering about is when I look at the phased tetryon cannons they have the chance to disable a ship system. While all the other kinds of phased tetryon weapons have shields and system damage. When I read the tool tip on the weapons themselves, even the cannons say that the weapons damage shields and systems. I liked the idea and was going to make the switch but was wondering what was up with that? Anyone have an idea?
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    gremlingremlin Member Posts: 0
    edited August 2012
    @ussultimatum

    the comment is not about Tactical Captains tanking, it was about using the commander universal boff slot. In which case the 4 tac powers over 4 engi powers would be a massive DPS increase, but with a huge loss of tanking ability.
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    diogene0diogene0 Member Posts: 0 Arc User
    edited August 2012
    The Recluse is an outstanding carrier, but definitely not a DPS machine. Putting a tactical officer is a waste of abilities. You won't get many damage from 6 beams anyway, so don't bother with them. You wouldn't see many changes if you didn't fire at all duting the game. :D The best you can do is relying on your pets to do a lot of damage, but don't expect to do anything significant yourself. So a commander science is heavily advised.

    Several possibilities : Photonic shockwave, tractor beam repulsors (the level III is epic), tractor beams, one or two transfer shield strengh, a gravity well (you don't want to put this at level III tough, it's just a control ability, not a dps one), maybe a tykens rift I or II...

    For your LtCmdr engineer, two EPTS are recommanded. If you want more turnrate, you can add an aux to dampeners I, if you want more survivability, a reverse shield polarity I is fine too. I choose the turnrate. You'll need more.

    Consoles? Just no RCS one, it's a waste of credits there. There is no difference. Take whatever console you want, accordingly to your science choices and put every universal console you want in the eng slots.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
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    rahadamanthrahadamanth Member Posts: 0 Arc User
    edited August 2012
    The recluse carrier isn't supposed to fill the role of a DPS boat, IMHO it's a area control ship. Some say the DPS from it is minimal, but couple sensor scan, attack pattern beta3 and tactical team the debuff is pretty nice, not just for the recluse, but for other ships too.

    Wheras theres a better ship for almost any reason, the Recluse's highest potential is in bringing control and snare options or heavy healing to the field; it's a team player ship, not a solo boat. While soloboats are in fashion, and I do have one, I find the Recluse just as capable in any STF or Fleet Action, on any difficulty. In PvP you can run a full science VM3 shutdown build, and still have a spare LtC engineering skill. You can put cannons on it, you can have almost double the hull of an escort, it turns faster than the other ships in its class. If you put 3DHC's and 3turrets damage approaches escort level.

    In my soloboat there's been plenty a time where I was whacked by a Borg crit with all hands lost, in the recluse, same Borg crit I can walk away with 15k hull while healing and maintain debuff support. Even with a tactical commander this ship survives far longer than any of my others.
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