I'm sure a number of people have had this happen to them in Cure Space Elite (CSE) where the Neg'vars are able to 1-hit you with some invisible shot from full shield and hull?
Earlier I got hit by such a thing and read it did over 61,000 damage and I couldn't even see the shot that hit me! The ship I'm using is a Heavy Escort Carrier which has decent enough hull (with engineering consoles of course for resists).
Is there anything I can do more to protect/notice these things? I swear recently the Neg'vars and Raptors that spawn are a LOT harder than before or should I just file a bug report?
They use a souped-up 'isometric discharge console' from the kdf,
Its an electrical attack (so you have little to no resistance to it)
It can 'arc' between players, jumping from one to another dealing larger damage each hit up to 3/4 times.
My only solution is, when the neg'var is loose, evasive maneuvers yourself at least 6km from any ally (including turrets/aecton assimilatiors) ((not sure about carrier pets))
This way you get hit with the initial attack (which is in most cases non-fatal) and it wont arc to your teammates, or back you you.
The animation of the discharge is a very small whitish ball that flies at speeds similar to scramble sensors or viral matrix, faster than a torp, not as fast as a cannon volley.
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
I have found that double charging one's shields from the engineer and science's side. Will lessen the impact and damage. But the catch is, you have to see the attack coming to offset the attack.
i have done ~20x 1vs 1 fights with the negh var ships and that i really get 1 hitted by this skill happend 2x the other times threy not use it or sometimes only make a lower hit with it whats not 1 hit.
so if it happend to a player in 1:10 fights its not so crazy in total.
It chains from player to player, if you're the first link in the chain it won't kill you from full health (usually survive with a loss of one shield facing and my hull down to 40% in my HEC). Depending on your exact build you might survive being the second in the chain. Third & Fourth you're probably knackered.
I'm not aware of a hard counter at the moment, but keeping 6km away from it and prioritising the Negh'Var as soon as it appears seems to be the best solution.
It chains from player to player, if you're the first link in the chain it won't kill you from full health (usually survive with a loss of one shield facing and my hull down to 40% in my HEC). Depending on your exact build you might survive being the second in the chain. .
that can be the reason why i near never get killed coz i clear cube sides still solo + clear the raptor + nevh gar ship solo to so he hits me only with first inso strike what deals no dmg.:D
It helps to zoom out when the ships appear. I've had experiences where the isometric charge will just barely reach the ship, hitting a little beyond the shield ring. I never see it if I'm zoomed in and it hits in a "blind spot". It's not just CSE, btw, the new fleet actions can be very difficult to survive when there are >5 negh'vars floating around, shooting isometric charges everywhere (or when they all target the starbase and let loose). A shame that every single negh'var gets a unique "pay-to-use" console that shoots out isometric charges at a grade differential of 1 or 2 (level 51 or 52). No wonder they hurt so much.
Zooming out a fair bit, the charge seems to come from somewhere off screen, no guarantee that there's even a player or neg'var from the direction it comes from... Very maddening. I can only hope that I missed seeing a deployable it bounced off of, instead of them outright cheating. Not liking random difficulty spikes, can go from doing fine to 2 or 3 of the team being in the respawn queue in a matter of seconds, with the remainder quickly overwhelmed.
I'm beginning to think the Dev's want to nerf player Isometric Charges, but want it to seem like it was a response to a call from players. If the player Isometric Charges were remotely as capable as these they would've been nerfed a long time ago.
when you blow an upper level nanite probe it spawns a Negvar that almost always immediatley uses the iso charge. Best way I found to survive is to immediatley use all resist skills when popping the node like aux2 structural, polarize hull, brace for impact, hazard emmiters, transfer shield strength. Sometimes you will survive, but you will still die if it chained off of others already.
I think this is riddiculosly overpowerd and needs to be balanced. Lower the damage of the npc isometric charge but give the negvars more powerful disruptors and torpedos. They should still be able to easily kill you, but should not be able to one shot you otherwise there is no point in having healers on the team.
Yeah, Iso. First time I saw it was I think my first post-Season 6 CSE. I saw the player to my left die instantly... then the Kang (which was to my right, at 33% hull) died instantly... Then I died instantly...
I hate that electronic Shoot, no chance against it! Full Shields and Hull, and in an Escortship you are after one hit as good as death, the folowing shoot will kill me every time.And my escort has ~42.000 Hull and ~9000 Shield. I will not play this map again, the heavy Plasmas i can shoot down, but aginst this weapon, there is no way to avoid the damage.
In no other game an Level 50 Charakter dies with one shoot. This Game goes in the worng way, an Ship should take Damages on the Subsystems, so that reapirs must be done, as example an Player could not fire a Torpedo for a few seconds until it is repaired, Impulsengines are damaged and only give 50% Power, or other Weapons fail. That is for me Spacecombat and not Killing Players with one shoot. Then i can, for the first time, skill the reapairs of my Subsystems. This damages could stay longer so that the Player must improvise.
The only ability I use to survive the ISO charge is reverse shield polarity III. As soon as I see that bouncing off a team make. I hit my 5th mouse button as I have the slot bound to that. It is my oh **** am about to die button. I am not worried or asking for it to be nerfed, but being able to target and shoot it would be nice.
Also when that neg spawns even if you are not helping to take it down. Keep an eye on it and never take it off until it goes pop. Failing to be aware of your surrounding, is the down fall of most careless captains.
The only ability I use to survive the ISO charge is reverse shield polarity III. As soon as I see that bouncing off a team make. I hit my 5th mouse button as I have the slot bound to that. It is my oh **** am about to die button. I am not worried or asking for it to be nerfed, but being able to target and shoot it would be nice.
Also when that neg spawns even if you are not helping to take it down. Keep an eye on it and never take it off until it goes pop. Failing to be aware of your surrounding, is the down fall of most careless captains.
+1
cept i use rsp1- the 3 rsp's are all identical
When in doubt, (hehe) c4!
This sig dedicated to the many random objects the Mythbusters crew has blow to smitherines
Iso charge from neghvars. Bloody horrible. I've seen it take down the kang in one shot and do 1 million + non crits more than once not so long ago. There's even been a few times where a lot of carriers and pets have been flying around, the negh has his iso to deal with them but the iso charge has kept chaining from ship to ship all the way from the cube to the kang.
And yes the kang went boom in 1 shot from 100% to nothing.
This has been around since season 6 went live. Very bad cryptic!
I hate that electronic Shoot, no chance against it! Full Shields and Hull, and in an Escortship you are after one hit as good as death, the folowing shoot will kill me every time.And my escort has ~42.000 Hull and ~9000 Shield. I will not play this map again, the heavy Plasmas i can shoot down, but aginst this weapon, there is no way to avoid the damage.
Clearly you haven't specced right, won't use Brace for Impact/Hazard Emitters, and don't have the shield enhancement consoles.
In an Escort, using those 3, I can survive long enough to reverse polarity and start healing. I also combine that with an early level defense device (can't remember the name) and I live fairly well. I still die on the times where I'm caught off guard, but that's my fault, not the game's.
Clearly you haven't specced right, won't use Brace for Impact/Hazard Emitters, and don't have the shield enhancement consoles.
In an Escort, using those 3, I can survive long enough to reverse polarity and start healing. I also combine that with an early level defense device (can't remember the name) and I live fairly well. I still die on the times where I'm caught off guard, but that's my fault, not the game's.
dont forget the invisa torps...
When in doubt, (hehe) c4!
This sig dedicated to the many random objects the Mythbusters crew has blow to smitherines
Personally, I am fine with the Isometric Charge... I think the Borg in general need to get their teeth back.
BTW: It has a 90 Degree firing arc, as soon as you know the Neg is about to spawn (and they always spawn in the same place), get into position behind it and blast away.
Edit: They (the Neg and Raptor) spawn immediately following the destruction of the first upper level probe. They don't fire the isometric right away, so there is time to scatter, and focus fire on the Neg.
Personally, I am fine with the Isometric Charge... I think the Borg in general need to get their teeth back.
More teeth in the form of consistently higher DPS and/or manageable burst damage would be good.
Abilities that can one-shot players are not (and seem to ignore shields, as well as hull resistances - this is ). This is the bad, visible, form of AI cheating - AI cheating should really remain under the hood and rarely be, if ever, visible to the player.
C'mon Johnny, when was the last time you braved CSE in the PUG queue? :P
As for the thread:
Aside from the other strategies posted here, Aceton Beam works on Isometric charge.
Whether you're a Cruiser or certain Sci ships and can actually fit this into your build is another thing, but the option is there.
C'mon Johnny, when was the last time you braved CSE in the PUG queue? :P
Lol... I do run a few a week... mainly because I like the challenge... like the box of chocolates, you never know what you're going to get.
Don't get me wrong, set-team and channel games are fun... but predictable... the PUG Queue offers a bit of the unknown factor...
I'll agree that one-shots aren't good, but in general the Elite Level need a major overhaul. IMO the current Elite is really better termed as Advanced. I still think the Elite level should follow the Old STF style (even if you broke them up into the mini-missions we have today), those Borg had teeth (no one shots, but you really needed that healer, and tank)...
Clearly you haven't specced right, won't use Brace for Impact/Hazard Emitters, and don't have the shield enhancement consoles.
In an Escort, using those 3, I can survive long enough to reverse polarity and start healing. I also combine that with an early level defense device (can't remember the name) and I live fairly well. I still die on the times where I'm caught off guard, but that's my fault, not the game's.
I am not dying after one shoot, Hull has after that shoot 35-40% Power, but the Ship is so heavily damged thats it is easy for the Negh'var to shoot down the Rest. If you defend the Kang and a Negh'var fires on the Kang thats nice. Good, its a Bad Team or Teamwork if a Negh'var comes so close to the Kang, but it happens. As Exampel me, one other Escorts and a Carrier defending the Kang, the Negh'var fires on the Kang, from there to the other Escortship, then to my Ship then to the Carrier. LoL and all three Dead. And i start all Skills that Protect my Ship.
I didnt want easy Fights thats boring, but then the Ships should do more Regular damage and atack the Player. On Cure Space, most Borg ignore the Player and fly directly to the Kang.
There are better ways to make Spacefights intresting, as Example if your Ship gets 20% Hulldamage from the front, 2 Front Weaponsystems Failure for 1-2 minutes, they can be repaired but this takes Time, if you skill subsystem repairs it goes faste. If you get more Damage while System is in repaire the Weapons will failure completly, with an Maximum of 2 Weapons. Or if you get Damage from behind you only have 50-75% Enginepower, for a time. Thats much more intresting then Onehit shoots. If a technical Captain is in the Team he can help by repairs, so he is more needed then it is now. Birds of Prey should Cloak before they fly to the Kang and decloak only in front or behind the Kang, so an Sciens Captain is mor needed. If your Ship is completly destroyed you loos first time 10% Systempowers, second Time 15% , third time 25 % but after that it goes not lower then 50%. With that system Players will try to live longer, and flying and fighting with a damaged Ship, thats for me Spacecombat, you must look what can i do now, changeging systempowers or taking more Batteries.
But one Thing i must SAY, Elite is most Times to easy, but Onehit Kills are not the right Way.
But one Thing i must SAY, Elite is most Times to easy, but Onehit Kills are not the right Way.
Yeah, there is a difference between making something difficult and bad balancing.
Making something difficult means to give the player the chance to avoid the damage or somehow deal with it. Bad balancing is, when the player just gets killed by an onehit, that he often doesn't even see coming.
if you change your playerstyle 1 hit is not more possible.
and if you look in find out the right way for you to kill the ships its nice.
if not you will die and crying will not help.
there are alot ways to fight them solo without any dead.
You did not understand the Problem, Problem is not to cry, the Problem is that the balancing of the Game is very poor. In stf noone will kill a good skilled player, only a few overpowerd weapons will do it. So Gameplay is reduced to avoid that damage and not on a good taktik or teamplay only 1 THING AVOID THE DAMAGE OF 2 or 3 WEAPONS.
Compare the Damage from the Negh'vars in STF vs Fleetactions. You will see in the Fleetactions, that a player can not die, because the ballancing is bull****. Now Cryptic must work on the Damage System, or much easier, build one or two overpowerd Weapons for Fleetactions.
1 Stoped playing Stf in the Past, while its to easy. It is now not much heavier, only 1 Overpowerd Weapon comes into the Game.
if you change your playerstyle 1 hit is not more possible.
and if you look in find out the right way for you to kill the ships its nice.
if not you will die and crying will not help.
there are alot ways to fight them solo without any dead.
Yeah, why don't you just spam a WoW style "lol l2p!!112", if you don't plan to post something useful?
When you get aggro from a Neg'var, a Raptor or some of the other borg ships in other STFs, you will be destroyed nearly instantly, if you have bad luck.
Yeah, yeah, don't get the aggro, I know, someone should tank it, but even the ones that are supposed to tank it, seem to get destroyed pretty quickly or they don't generate enough threat.
Now when I get near NPC Negh'Vars, I activate Brace for Impact and the Devidian Supbspace Field Modulator, as these are the only things that will offer any meaningful damage resists.
I undersand they need to make it harder, but this is just silly.
The isometric charge is pretty broken to begin with. It is awful in fleet events as well as STFs. It takes out 1/3 of your hit points regardless of any form of defense and it just gets worse from there as it gets more destructive withe each subsequent jump. Even if 1/3 is the max, it is still kinda bogus considering the sheer amount of damage it can build to across all ships. I think it would be better if it were a clear-able damage over time proc that takes a few seconds to jump to additional ships. This would actually make it kinda fun as it would give you more considerations for your maneuvering.
The klingon abilities and NPCs in general are kinda off balance. The NPCs seem to have the arbitrary ability to drop a given shield facing and completely drain weapon and engine power. This allows them to completely ignore you which is all they need to take out the friendly NPC. After the transphasic improvement, I noticed a lot of klingon NPCs using them, and when you are protecting something and they combine that with isometric charge, it is just instantly dead. And then there's battle cloak... any ability that causes you to break weapon lock on a target for more than a few seconds is broken... especially in PVP. Any vessel with battle cloak can theoretically be effectively invulnerable. Cloak impairing abilities just do not last long enough to effectively counter this.
NPC protecting basically comes down to NPC babysitting for at least one unfortunate member of every group. Protecting should involve some maneuvering, strategy, as well as the use of your guns. Your offensive abilities should not just be sitting there out of cool-down because you are stuck keeping a friendly as your focus target because they have no heals, resistances or any significant inclination to adjust their shield facings or maneuver to save themselves. An active ability to draw weapons fire to yourself would be a welcome addition, especially if it involved some maneuvering such as putting yourself between the friendly and the attackers.
Yeah, why don't you just spam a WoW style "lol l2p!!112", if you don't plan to post something useful?
.
what usefull i sayed at beginning it happend to me to befor i know there was somethink new now i only change my taktik to fight nevh gar ship on longer range attak him first and ignore the raptor and fight him with perm buffs says all what increase res.
+ remove borg console to other slot in cure space and put additional armorplate in.
so aux2sif+HE + epts+,.... all what gives res to shild+hull that gives me the ability to get low dmg and can not be killed.
in the past i attak this ship normally and only use healbuffs if i am near down now i use it earlier.:D
and not fight raptor + nevh gar ship at once so befor you kill sphere 2 dont stay in center nevhgar spawns always on left side and raptor on right so i switch to left side befor i blow the sphere 2 so nevhgar ship spawns near 8 km to me and raptor 14km away so i can easy finish out the nevh gar and make later solo the raptor in the past i fight both at once now its risk to die.
and most importend fight nevh gar ship solo if 2 or 3 player kill the sphere and nevhgar ship spawn and make iso you get killed about isometric jumps if you fight solo you get only the first low hitting strike.
all that grants me a kill navh gar ship and not diiing.
Comments
Its an electrical attack (so you have little to no resistance to it)
It can 'arc' between players, jumping from one to another dealing larger damage each hit up to 3/4 times.
My only solution is, when the neg'var is loose, evasive maneuvers yourself at least 6km from any ally (including turrets/aecton assimilatiors) ((not sure about carrier pets))
This way you get hit with the initial attack (which is in most cases non-fatal) and it wont arc to your teammates, or back you you.
The animation of the discharge is a very small whitish ball that flies at speeds similar to scramble sensors or viral matrix, faster than a torp, not as fast as a cannon volley.
Did it once...
so if it happend to a player in 1:10 fights its not so crazy in total.
It chains from player to player, if you're the first link in the chain it won't kill you from full health (usually survive with a loss of one shield facing and my hull down to 40% in my HEC). Depending on your exact build you might survive being the second in the chain. Third & Fourth you're probably knackered.
I'm not aware of a hard counter at the moment, but keeping 6km away from it and prioritising the Negh'Var as soon as it appears seems to be the best solution.
that can be the reason why i near never get killed coz i clear cube sides still solo + clear the raptor + nevh gar ship solo to so he hits me only with first inso strike what deals no dmg.:D
I'm beginning to think the Dev's want to nerf player Isometric Charges, but want it to seem like it was a response to a call from players. If the player Isometric Charges were remotely as capable as these they would've been nerfed a long time ago.
I think this is riddiculosly overpowerd and needs to be balanced. Lower the damage of the npc isometric charge but give the negvars more powerful disruptors and torpedos. They should still be able to easily kill you, but should not be able to one shot you otherwise there is no point in having healers on the team.
In no other game an Level 50 Charakter dies with one shoot. This Game goes in the worng way, an Ship should take Damages on the Subsystems, so that reapirs must be done, as example an Player could not fire a Torpedo for a few seconds until it is repaired, Impulsengines are damaged and only give 50% Power, or other Weapons fail. That is for me Spacecombat and not Killing Players with one shoot. Then i can, for the first time, skill the reapairs of my Subsystems. This damages could stay longer so that the Player must improvise.
Also when that neg spawns even if you are not helping to take it down. Keep an eye on it and never take it off until it goes pop. Failing to be aware of your surrounding, is the down fall of most careless captains.
As an escort (MVAE) what is the best way to defend against the assimilated Negh'vars and raptors?
I mean, it is elite, I get that, but getting oneshooted nearly every time you draw aggro is kind of stupid.
+1
cept i use rsp1- the 3 rsp's are all identical
This sig dedicated to the many random objects the Mythbusters crew has blow to smitherines
And yes the kang went boom in 1 shot from 100% to nothing.
This has been around since season 6 went live. Very bad cryptic!
Clearly you haven't specced right, won't use Brace for Impact/Hazard Emitters, and don't have the shield enhancement consoles.
In an Escort, using those 3, I can survive long enough to reverse polarity and start healing. I also combine that with an early level defense device (can't remember the name) and I live fairly well. I still die on the times where I'm caught off guard, but that's my fault, not the game's.
dont forget the invisa torps...
This sig dedicated to the many random objects the Mythbusters crew has blow to smitherines
Yes...the invisa torps...
I didn't say it was fair, I just said it's not a binary one shot of doom.
BTW: It has a 90 Degree firing arc, as soon as you know the Neg is about to spawn (and they always spawn in the same place), get into position behind it and blast away.
Edit: They (the Neg and Raptor) spawn immediately following the destruction of the first upper level probe. They don't fire the isometric right away, so there is time to scatter, and focus fire on the Neg.
Star Trek Online, Now with out the Trek....
More teeth in the form of consistently higher DPS and/or manageable burst damage would be good.
Abilities that can one-shot players are not (and seem to ignore shields, as well as hull resistances - this is ). This is the bad, visible, form of AI cheating - AI cheating should really remain under the hood and rarely be, if ever, visible to the player.
C'mon Johnny, when was the last time you braved CSE in the PUG queue? :P
As for the thread:
Aside from the other strategies posted here, Aceton Beam works on Isometric charge.
Whether you're a Cruiser or certain Sci ships and can actually fit this into your build is another thing, but the option is there.
Lol... I do run a few a week... mainly because I like the challenge... like the box of chocolates, you never know what you're going to get.
Don't get me wrong, set-team and channel games are fun... but predictable... the PUG Queue offers a bit of the unknown factor...
I'll agree that one-shots aren't good, but in general the Elite Level need a major overhaul. IMO the current Elite is really better termed as Advanced. I still think the Elite level should follow the Old STF style (even if you broke them up into the mini-missions we have today), those Borg had teeth (no one shots, but you really needed that healer, and tank)...
Star Trek Online, Now with out the Trek....
I am not dying after one shoot, Hull has after that shoot 35-40% Power, but the Ship is so heavily damged thats it is easy for the Negh'var to shoot down the Rest. If you defend the Kang and a Negh'var fires on the Kang thats nice. Good, its a Bad Team or Teamwork if a Negh'var comes so close to the Kang, but it happens. As Exampel me, one other Escorts and a Carrier defending the Kang, the Negh'var fires on the Kang, from there to the other Escortship, then to my Ship then to the Carrier. LoL and all three Dead. And i start all Skills that Protect my Ship.
I didnt want easy Fights thats boring, but then the Ships should do more Regular damage and atack the Player. On Cure Space, most Borg ignore the Player and fly directly to the Kang.
There are better ways to make Spacefights intresting, as Example if your Ship gets 20% Hulldamage from the front, 2 Front Weaponsystems Failure for 1-2 minutes, they can be repaired but this takes Time, if you skill subsystem repairs it goes faste. If you get more Damage while System is in repaire the Weapons will failure completly, with an Maximum of 2 Weapons. Or if you get Damage from behind you only have 50-75% Enginepower, for a time. Thats much more intresting then Onehit shoots. If a technical Captain is in the Team he can help by repairs, so he is more needed then it is now. Birds of Prey should Cloak before they fly to the Kang and decloak only in front or behind the Kang, so an Sciens Captain is mor needed. If your Ship is completly destroyed you loos first time 10% Systempowers, second Time 15% , third time 25 % but after that it goes not lower then 50%. With that system Players will try to live longer, and flying and fighting with a damaged Ship, thats for me Spacecombat, you must look what can i do now, changeging systempowers or taking more Batteries.
But one Thing i must SAY, Elite is most Times to easy, but Onehit Kills are not the right Way.
Yeah, there is a difference between making something difficult and bad balancing.
Making something difficult means to give the player the chance to avoid the damage or somehow deal with it. Bad balancing is, when the player just gets killed by an onehit, that he often doesn't even see coming.
and if you look in find out the right way for you to kill the ships its nice.
if not you will die and crying will not help.
there are alot ways to fight them solo without any dead.
You did not understand the Problem, Problem is not to cry, the Problem is that the balancing of the Game is very poor. In stf noone will kill a good skilled player, only a few overpowerd weapons will do it. So Gameplay is reduced to avoid that damage and not on a good taktik or teamplay only 1 THING AVOID THE DAMAGE OF 2 or 3 WEAPONS.
Compare the Damage from the Negh'vars in STF vs Fleetactions. You will see in the Fleetactions, that a player can not die, because the ballancing is bull****. Now Cryptic must work on the Damage System, or much easier, build one or two overpowerd Weapons for Fleetactions.
1 Stoped playing Stf in the Past, while its to easy. It is now not much heavier, only 1 Overpowerd Weapon comes into the Game.
Yeah, why don't you just spam a WoW style "lol l2p!!112", if you don't plan to post something useful?
When you get aggro from a Neg'var, a Raptor or some of the other borg ships in other STFs, you will be destroyed nearly instantly, if you have bad luck.
Yeah, yeah, don't get the aggro, I know, someone should tank it, but even the ones that are supposed to tank it, seem to get destroyed pretty quickly or they don't generate enough threat.
Now when I get near NPC Negh'Vars, I activate Brace for Impact and the Devidian Supbspace Field Modulator, as these are the only things that will offer any meaningful damage resists.
I undersand they need to make it harder, but this is just silly.
The klingon abilities and NPCs in general are kinda off balance. The NPCs seem to have the arbitrary ability to drop a given shield facing and completely drain weapon and engine power. This allows them to completely ignore you which is all they need to take out the friendly NPC. After the transphasic improvement, I noticed a lot of klingon NPCs using them, and when you are protecting something and they combine that with isometric charge, it is just instantly dead. And then there's battle cloak... any ability that causes you to break weapon lock on a target for more than a few seconds is broken... especially in PVP. Any vessel with battle cloak can theoretically be effectively invulnerable. Cloak impairing abilities just do not last long enough to effectively counter this.
NPC protecting basically comes down to NPC babysitting for at least one unfortunate member of every group. Protecting should involve some maneuvering, strategy, as well as the use of your guns. Your offensive abilities should not just be sitting there out of cool-down because you are stuck keeping a friendly as your focus target because they have no heals, resistances or any significant inclination to adjust their shield facings or maneuver to save themselves. An active ability to draw weapons fire to yourself would be a welcome addition, especially if it involved some maneuvering such as putting yourself between the friendly and the attackers.
what usefull i sayed at beginning it happend to me to befor i know there was somethink new now i only change my taktik to fight nevh gar ship on longer range attak him first and ignore the raptor and fight him with perm buffs says all what increase res.
+ remove borg console to other slot in cure space and put additional armorplate in.
so aux2sif+HE + epts+,.... all what gives res to shild+hull that gives me the ability to get low dmg and can not be killed.
in the past i attak this ship normally and only use healbuffs if i am near down now i use it earlier.:D
and not fight raptor + nevh gar ship at once so befor you kill sphere 2 dont stay in center nevhgar spawns always on left side and raptor on right so i switch to left side befor i blow the sphere 2 so nevhgar ship spawns near 8 km to me and raptor 14km away so i can easy finish out the nevh gar and make later solo the raptor in the past i fight both at once now its risk to die.
and most importend fight nevh gar ship solo if 2 or 3 player kill the sphere and nevhgar ship spawn and make iso you get killed about isometric jumps if you fight solo you get only the first low hitting strike.
all that grants me a kill navh gar ship and not diiing.