Okay, for PvE Mainly. Captain is Tactical Career Path.
I DO have the (3-piece) temporal item set.
So far, weapons look like:
Fore: 2x Mk XI/XII Polarized Disruptor DHC, Chroniton Dual beam array, Chroniton disruption device
Aft: 2x Mk XII Polarized Disruptor turrets, MK XII Tricobalt Mine Launcher
Reman Prototype Space Set MK XI (?)
Devices: Red Matter Capacitor, Sub-space field Modulator
Bridge Officers
Lt. Commander Universal: HEM1, TSS2, GW1
Lt. Universal: EPtS1, ET2
Commander Tac: TT1, SV1, CRF2, DPBeta3
Lt. Tac: TSpread1, TT2
Ens. Eng: ET1
Consoles:
Engineering: Isometric Charge, Point Defense
Science: Field Generator x2, Manheim, Universal-Temporal Console (I forget the name)
Tactical: Disruptor x3, ???
Ideas & Suggestions are welcome, as is CONSTRUCTIVE Criticism.
Update (10/8/2012)
Have Revised my weapons, gear and BO loadout with the many useful suggestions from this thread...all of which were considered carefully. Thank You to all who've posted as of today. Yes, initial build was a bit haphazard (nonsensical? lol) but imho, everything is a work in progress until you are happy with it, no? I welcome everyone to continue to post their thoughts and ideas on how to optimize this ships capabilities. Have seen this ship do some amazing things - piloted by Other people. So I know I have a wayz to go... Cheers!
Comments
Okay. First off, the Reman set doesn't really provide any good bonuses for your setup. You may be better off with MACO Shields/Borg 3pc kit for survivability.
I suggest that you swap out the Point Defense console, given that it doesn't really have much use in STFs and other PVE, unless you have a lot of trouble with heavy plasma torps, and scatter volley should help with that. You could pop in a Neutronium Alloy instead for extra resistance or the Borg Universal, which gives you a healthy bonus to crits.
I also suggest using Antiproton as your energy type, because I remember reading that the Chroniton Dual Beam Bank benefits from antiproton consoles. Of course, this is up to you, if you feel that the procs from polarised disruptors are better than the added damage, go ahead. Of course, switch to antiproton tac consoles then. The fourth tac console is up to you, but I would prefer to put in another antiproton/disruptor one.
As for your BOFFs, I tend to prefer Aux to Structural 1 instead of ET2. ATS1 gives you added hull resistance that helps if you keep it running as much as possible, for a slightly smaller heal. Use aux batteries to help in this case, or switch to high aux when healing.
ET1 is similarly limited, especially since it'll mess with your TT cooldowns. Believe me, you'll want TT up as much as possible. I would put another EPtS in there instead and chain it. This is good since EPtS both heals your shields and gives nice shield resistance.
I also see where you're going with DPB3, but I also notice you have no tractor breaks, which can be troublesome in STFs. Therefore, I suggest you put in APO3, which breaks tractor beams and gives added mobility, defense, and damage. If you go with this, it may be better to remove the tricobalt mine and put in another turret instead, for more sustained damage.
Finally, the added benefit you gain from TT2 over TT1 is negligible. I would downgrade your TT2 to TT1 and take TSpread2 instead. Either that, or CRF1, so that you can rapid fire your cannons more often.
I hope this helps you in setting up your ship.
P.S. You may want to post the 3pc bonuses for the temporal item set, since they aren't common knowledge yet.
TT1 is sufficient.
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The Torp Point Defense may be better than the regular Point Defense as it would be more effective against the many unshielded targets in STFs.
Yes, if you could please post the 2 and 3 set bonuses for the Temporal Warfare set that would be awesome!
You can see it in-game when you right-click on its entry in the lobi store.
1. The boff layout. The Tac LT is really obnoxious to try and fit properly. I'd much prefer dedicated Tac CMDR/LTCMDR, then a Universal LT/Ensign and Engineering LT. Right now it's REALLY difficult to fit cannon/torp Boffs abilities + adding an APB without sacrificing some critical doff slots.
2. Moar color schemes would be great, I really do not love the yellow at all, it's a bit racing-stripey.
Otherwise though, it's great, the Manheim effect is pretty awesome.
Since you have the full Temporal Warfare set, can you confirm if the Temporal Disruption Device does Chroniton damage or not? I've heard it doesn't, but that doesn't make any sense to me since its in-game description says it does.
My setup for the Mobius:
2 Antiproton DHC, Chroniton beam, Chroniton Torps fore
2 Antiproton turrets, and Temporal disruption device aft
Borg deflector and engines. MACO MK XII Shields.
Temporal Warfare Set
Temporal Inversion Field
Set 3:
Toggle (20 max)
Affects Foe
5 Kilometer Sphere
1 sec
0.5 sec activate
3 min recharge
To all enemies within 5.0 km:
-200% Flight Speed
-400% Flight Speed vs. small craft
-150% Turn Rate
-!50% Power Recharge Speed
To self when equipped on Temporal Science Vessel or Temporal Destroyer:
+50% Flight speed
+100% Turn Rate
+150% Power Recharge Speed
Big Thank You To everyone who's responded, so far. The suggestions and ideas are exactly what I was looking for! Hope this helps others, as well.
Chroniton Synchronicity
Set 2
Passive
+27.4% Chroniton Projectile Wepaon Damage
As someone said...you want to run antiproton weapons. The polarized disruptor a are great for kinks!! Got a set for my klink and I run phasers on fed for the quad cannon.
Fore: phaser DHCS, quantum torpedo, paser DBB, and phaser quad cannon.
Rear: three phaser turrets
Comm: tt1, apb1, tsorpedo spread 3, apo 3
Lt comm: he1, TSS2, gravity well 1
Lt: beam overload 1, cannon scatter volley1
Lt. Epts1, eptw2
En: epts1
Eng consoles: vent theta radiation, neutronium alloy
Sci: tacky kinetic , 2 shield capacity, Borg console
Tac: 4 phaser consoles
It's a great setup for crowd control and alpha strike
3x Fleet antiproton dhc [dmg]x3 [acc]
Chroniton dbb
Borg Deflector
Borg impulse
MaCo mk xii shield
Rear weapons:
3x fleet antiporoton turrets
Working towards:
2x turrets and temporal torp
Devices:
Subspace field modulator
Deuterium surplus
Eng console:
Eps flow regulator
Impulse capacitance
Sci:
Borg console
Tachyokinetic console
Manheim console
Field generator
Tac:
4x antiproton mag
Boffs:
Ltc sci:
HE1, TSS2, GW1
Lt TAC:
BAO1, CSV1
Comm tac:
TT1, APB1, APO1, CSV3
LT TAC:
TT1, BAO2
ENS ENG:
EPTS1
Thoughts? I feel like I should scrap the double lt tacs for something more efficient. Unsure of the usefulness of 2 beam overloads.
I also want to try the wells console instead of the impulse cell. That and the Manheim seem pretty wacky together.
Things to watch out for in a paid pumper:
Only a few posts on their account
Extremely positive
Asking for advice but having a pretty good set-up already - trying to make it look fantastic
Thing is this - you get about 5 Lobi per box on avg - that's it!! so use this in your figures when you take the cost of the lobi store stuff into account
You enjoy getting one shot by borg? Swap both these for Neutronium Alloy consoles and your survivability will skyrocket.
Thanks for contributing, friend.
I found that the Manheim device on its own was pretty underwhelming with its 30 second duration and 5 minute cooldown.
Mobius is lobi store only, I suggest getting yours from the exchange.
This should affect *all* chroniton projectiles, like regular chroniton torps, and not just the Chronition disruption device, right?
Thanks.
Chroniton torpedoes benefit from the set bonus, but the Temporal Disruption Device doesn't.
Thanks.
While I'm at it, what tact console *does* affect the Temporal Disruption Device? Nobody is zone seemed to know either.
Now that I've had a day and some change to play around with my Mobius, I wanted to chime in.
Your build is about fifty kinds of wrong.
First up, since you're doing Temporal Warfare, you want to run Antiproton and Chroniton. I use 2 x Advanced Fleet AP DHCs with [DMG]x3 and [ACC], the Chroniton DBB, Advanced Fleet Chroniton Torpedo, 2 x Advanced Fleet AP Turrets, and the TDD.
I use Mk XII Omega Force for the DEF/ENG/SHD slots.
Devices don't matter, unless it's an RMC.
Console wise:
ENG: Manheim and Tachyokinetic Converter
SCI: Assimilated, Emitter Array, 2 x Field Generator
TAC: 3 x APMR, 1 x Chroniton Flux Regulator
BOFF wise:
LT COM UNI - SCI, PH1, HE2, GW1
LT UNI - ENG, EPTS1, RSP1
COM TAC - TT1, CSV1, TS3, APB3
LT TAC - TT1, CSV1
ENS ENG - EPTS1
You're gonna want to chain Tactical Team and Emergency Power to Shields.
If you want to go a more Tanky route, trade out the LT COM SCI for LT COM ENG and have Auxiliary To Structural 2 in the third slot.
I was wondering that, too. Is the Tippler cylinder worth it? What's the cooldown?
well, it sounds like a pretty coold combo power. as for manheim, i think it would be awesome if your a sci officer.... its basically another photonic fleet. 4-5 ships out not including fleet support or fighters. also, if you figure out which one is yoru past ship.... healing it will heal your ship as well.
rewinding time 13 seconds in game along with freezing enemies in place if you have both of them doesnt hurt. if your about to blow up 13 second rewind could give you full Hull and shields against some vessels.
My load out is very similar to yours with a few differences here and there. Overall I find it to work well.
I'm not sure either, but I'm thinking the TDD might only get a boost from the Warhead Yield Chamber, just like the Hargh'peng and Thermionic torpedoes.
I finally figured it out.
What Tact Console (primarily) affects TDD
Well, I see quite a few things going wrong here.
* For starters, it's a bit of a 'rainbow' build. You have Polarized Disruptor DHC (disruptor dmg) + Chroniton Dual Beam Array (anti-proton dmg) + Tricobalt Mine Launcher (tricobalt dmg) + Point Defense (photon dmg).
* Reman set should never be used for anything other than looking pretty. Period.
* Your engineering slots should really only contain 2x Neutronium Alloy Mk XII (blue quality, at least).
As for your tact consoles, can't really make it work as is, as there's no fitting for rainbow. So, working from Chroniton Dual Beam Array (which does anti-proton dmg), for fore, I'd fit 1x Chroniton Dual Beam Array, 2x Dual Heavy Anti-proton cannons, and 1x Chroniton torp (you want to take advantage of set bonus for chroniton torps too). For aft just 3x AP turrets (or the Polarized Disruptor turrets, for their proc).
Now, depending on what other universal consoles you had planned to stick in tact console slots, you'll have at least 1x Mag Regulator Mk XII (for AP dmg). Preferably 2 or 3. Yould could also use a generic Warhead chamber to add dmg for all torp types too, if you wanted.
As for your boffs -- assuming I like your current choice of traits, which I don't, really -- I would switch a few things around:
Lt. Tac: TSpread1, TT2 = TT1, TSpread2
Lt. Commander Universal: HEM1, TSS2, GW1 = TTS1, HEM2, GW1
Ens. Eng: ET1 = EPtS
Now you don't have any heals any more (except for Miracle Worker III, if you're an engineer, like me); so, I'd substitute the Lieutenant Universal for an engineer with EPtS1, ET2. And now you're running two nicely chained TT1, EPtS pairs.
Now for tactical. To give you an idea, let me just show you my own setup:
Lt. Commander Universal (TACT) = TT1, THY2, BO3
Lt. Universal (ENG) = EPtS1, ET2
Commander Tactical = TT1, ATB1, THY3, ATO3
Lt. Tactical = BTS1, BO2
Ensign Engineer = EPtS1
With this setup, I have the following pairs neatly cycled continuously:
TT1, TT1 = chained
EPtS1, EPtS1 = chained
BO3, BO2 = chained
THY3, THY2 = chained
Order in the chaos! Now, to understand my loudout, in fore I have:
Chroniton Dual Beam Array, Tholian Thermionic Torpedo, Temporal Disruption Device, Fleet Advanced Chroniton Torpedo
The Chroniton Dual Beam Array is going to be spiking a lot on this setup, because of the Beam Overload chain. And so will all torps (running off a dual Warhead chamber set, and 3x doffs to shorten their recharge time). The 3x anti-proton turrets in aft will, together will the Chroniton Dual Beam Array in fore, benefit from the Mag Regulators. Not your typical 'mandatory' 2x DHC setups for escorts, I know. You can well go with 2x DHC, of course (or do something entirely different even); the point I'm trying to make is just that you need to bring some structure in your boff stations; and, if possible, chain things that increase your survivability and tact buffs (like the EPtS1 + TT1 pairs).
N.B. I don't really like the BTS1 skill, for my Lt. Tactical, as it shares the same cooldown (and thus interferes) with my Beam Overload chain. Not really much else I can put there, though. Now, the only thing missing from my own setup are the hazard emitters I've come to rely on over time. So, maybe one day I'll swap the Lt. Universal out for a SCI with TSS1, HEM2, who knows; but I hate breaking chains. And if I really get into trouble, there's the Omega 13 device coming to the rescue, whisking me to safety, with heals and clears for all!
Hope this gave you some ideas.
If you want to be effective, though:
Weapons:
- Fore: 4 DCs/DHCs
- Back: 3 Turrets
Set:
- Deflector: MACO/Borg, depending on your faction
- Engines: Borg
- Shields: MACO/KHG, depending on your faction
Consoles:
- Eng: Neutronium, Borg
- Sci: 4 Field Gens
- Tac: 4 Mag Regulators (or equivalent for whichever energy type you want)
BOFFs (preferably all Saurians/Letheans depending on faction):
- C Tac: TT1, CRF1, APO1, CRF3
- C Tac: TT1, CSV1, CSV2, APO3 (alternate according to the event)
- L Tac: TT1, APB1
- E Eng: EPtS1
- L Uni: EPtS1, ASIF1
- LC Uni: TSS1, HE2, GW1 (or HE1, TSS2)
You cannot go wrong w/that build. The pudding.