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Advice for Jem'Hadar Attack Ship Build needed

jaxinajaxina Member Posts: 69 Arc User
edited March 2013 in Klingon Discussion
So it was time again that a box contained the Jem'Hadar Attack ship and this time i was lucky and got one.

I think the damage i do is moderate so i need some advice on building up this little thing :D

My current setup:

Ship:

Fore Weapons: 3x Polaron Dual Heavy Cannons MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
Deflector: Jem'Hadar Deflector Dish MK XI
Impulse: Jem'Hadar Combat Impulse Engines MK XI
Shields: Jem'Hadar Resilent Shields MK XI
Aft Weapons: 2x Polaron Turret MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
Engineering Consoles: 4x Plasma Distribution Manifold MK XI (Rare)
Science Consoles: Assimilated Module
Tactical Consoles: 5x Polaron Phase Modulator MK XI (Rare)

BOFF:

Cmdr. Tactical - Tactical Team I, Cannon Rapid Fire I, Cannon Scatter Volley II, Cannon Rapid Fire III
Lt. Cmdr. Tactical - Torpedo High Yield I, Torpedo Spread II, Torpedo High Yield III
Universal I Science - Polarize Hull I, Tractor Beam II
Universal II Engineer - Engineering Team I, Reverse Shield Polarity I
Ensign Engineer - Engineering Team I
Post edited by Unknown User on

Comments

  • xsharpexxsharpex Member Posts: 0 Arc User
    edited November 2012
    jaxina wrote: »
    So it was time again that a box contained the Jem'Hadar Attack ship and this time i was lucky and got one.

    I think the damage i do is moderate so i need some advice on building up this little thing :D

    My current setup:

    Ship:

    Fore Weapons: 3x Polaron Dual Heavy Cannons MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Deflector: Jem'Hadar Deflector Dish MK XI
    Impulse: Jem'Hadar Combat Impulse Engines MK XI
    Shields: Jem'Hadar Resilent Shields MK XI
    Aft Weapons: 2x Polaron Turret MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Engineering Consoles: 4x Plasma Distribution Manifold MK XI (Rare)
    Science Consoles: Assimilated Module
    Tactical Consoles: 5x Polaron Phase Modulator MK XI (Rare)

    BOFF:

    Cmdr. Tactical - Tactical Team I, Cannon Rapid Fire I, Cannon Scatter Volley II, Cannon Rapid Fire III
    Lt. Cmdr. Tactical - Torpedo High Yield I, Torpedo Spread II, Torpedo High Yield III
    Universal I Science - Polarize Hull I, Tractor Beam II
    Universal II Engineer - Engineering Team I, Reverse Shield Polarity I
    Ensign Engineer - Engineering Team I

    First off, congrats on your new toy. I am a long time escort pilot, so take my suggestions with a grain of salt.

    It really depends on what you want to do end game.
    For PVE, i would recommend the following:

    Ship:

    Fore Weapons: 3x Polaron Dual Heavy Cannons MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Deflector: Jem'Hadar Deflector Dish MK XI
    Impulse: Jem'Hadar Combat Impulse Engines MK XI
    Shields: Jem'Hadar Resilent Shields MK XI
    Aft Weapons: 3x Polaron Turret MK XII Borg
    Engineering Consoles: Assimilated Console, 1x Neutronium Alloy MK XI/XII (HIGHEST), 1x Interchangable Armor console or extra Neutronium, 1x Monotanium Alloy MK XI/XII (HIGHEST)*
    Science Consoles: Field Generator MK XI/XII (Rare or higher)
    Tactical Consoles: 5x Polaron Phase Modulator MK XI (Rare) or higher

    * note: running armor consoles will give you increased survivability. With it's inherent power boost, the assimilated console, and boosts to warp core skills, your weapon power will be close to or exceed the 125 mark. I think the increased survivability will trump the excess in weapons power, imo.

    BOFF:

    Cmdr. Tactical - Tactical Team I, Attack Pattern Beta I, Cannon Scatter Volley II, Cannon Scatter Volley III
    Lt. Cmdr. Tactical - Torpedo Spread I, Attack Pattern Beta I, Torpedo Spread III
    Universal I Engineer - Emergency Power to Shields I, Aux to SIF I
    Universal II Science - Polarize Hull I, Hazard Emitters II
    Ensign Engineer - Emergency Power to Shields I

    Keybinds:
    1. to chain the EPTS 1's to tray 3, spots 6 and 7: /bind (key) "+TrayExecByTray 2 7 $$ +TrayExecByTray 2 8"
    2. to auto distribute shields while mashing fire key: /bind Numpad0 "+power_exec Distribute_Shields $$ FireAll"

    I personally use the keypad for all my bindy goodness. Where, 0 is fire (you will have to unbind alt/ctrl 0 commands) and . for the tac team skill, keypad enter for brace for impact. You can use the keypad plus for the cycle EPTS keybind. that keybind would be: /bind add "+TrayExecByTray 2 7 $$ +TrayExecByTray 2 8"

    DOFFs:

    2x V. Rare (purple) Conn officers that reduce the tactical team cooldown time
    1x V. Rare Shield Distribution officer *optional
    1x V. Rare Borg Warfare Specialist (Dlyrene) *optional
    1x/2x V. Rare Projectile Officer *optional
    1x V. Rare Warp Core Engineer *optional

    Basically, the only manditory ones are the 2 purple conn officers. So you can cycle 1 TT1 with max efficiency. The rest is personal preference. The warfare specialist offers 10% damage increase against borg in STFs. Nice, but not necessary and thus optional. The shield distribution officer is a nice buff to shields. The warp core engineer is nice to have because it offers +25 to all systems, but only at a 20% chance. When rotating 2 copies of a EPTX power, it's nice to have, but again is optional.

    This would be my PVE build, especially for STFs. AoE is very powerful and thus would be more beneficial over a dedicated CRF/HYT build. I'd prefer to cycle the shields, because having increased shield power = more shield dmg resist and increased shield regeneration.

    So again, this is my PVE build. Take it with a grain of salt, but these are my suggestions to you. Again, congrats on your bug. I am very envious. Oh, and watch for the rare polaron mk xii consoles. They can be very cheap on the exchange sometimes. They are very, very nice to have.
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited November 2012
    jaxina wrote: »
    So it was time again that a box contained the Jem'Hadar Attack ship and this time i was lucky and got one.

    I think the damage i do is moderate so i need some advice on building up this little thing :D

    My current setup:

    Ship:

    Fore Weapons: 3x Polaron Dual Heavy Cannons MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Deflector: Jem'Hadar Deflector Dish MK XI
    Impulse: Jem'Hadar Combat Impulse Engines MK XI
    Shields: Jem'Hadar Resilent Shields MK XI
    Aft Weapons: 2x Polaron Turret MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Engineering Consoles: 4x Plasma Distribution Manifold MK XI (Rare)
    Science Consoles: Assimilated Module
    Tactical Consoles: 5x Polaron Phase Modulator MK XI (Rare)

    BOFF:

    Cmdr. Tactical - Tactical Team I, Cannon Rapid Fire I, Cannon Scatter Volley II, Cannon Rapid Fire III
    Lt. Cmdr. Tactical - Torpedo High Yield I, Torpedo Spread II, Torpedo High Yield III
    Universal I Science - Polarize Hull I, Tractor Beam II
    Universal II Engineer - Engineering Team I, Reverse Shield Polarity I
    Ensign Engineer - Engineering Team I

    If you wanting to realise the full potential of what this ship is build for, drop the idea that its good to slot torpedoes. The Jemmy is build for a cannon setup IMHO.

    Look towards your defence. 4x Plasma Distribution Manifold MK XI? Replace at least with 1x Neutronium Alloy + RCS (turn).
    Drop the Jem. Shield and try get the MACO/ KHG. High Capacity is your friend.

    You are missing Attack Patterns.

    This is what I would go with:

    Cmdr. Tactical - TT I, APB I, APO I, Cannon Rapid Fire III
    Lt. Cmdr. Tactical - TT I, CRF I, APO I
    Universal I Science - HE I, TSS II
    Universal II Engineer - EptS I, Reverse Shield Polarity I
    Ensign Engineer - EptS I
  • razellisrazellis Member Posts: 176 Arc User
    edited November 2012
    Step one to helping a build, honesty. Engineering team sucks and is not a good power to have on your tray. It's better to have Emergency power to shields for the shield heal, damage resist buff and shield regeneration buff. Engineering team is only good for fixing subsystem disables, TRIBBLE up your Tac Team rotation and not having Sci team ready when you get subnuked.

    All cannon build on a Jem'Hadar ship is an amazing thing, I'd recommend some kind of mines for spike damage and pet clearing, tricobalts are the most popular but chronitons and quantums are both decent alternatives, I've got kills off of both in PVP testing.

    I'm sorry to tell you this but "Victory is Life" on the Jem'hadar set doesn't work. You should have at least one AP: omega and if you're getting rid of the torpedo I'll suggest this setup for PVP/PVE play as a cheap easy build.

    Cmdr. Tactical - Tactical Team I, Cannon Rapid Fire I, AP: Omega 1 , Cannon Rapid Fire III
    Lt. Cmdr. Tactical - Tactical Team I, Dispersal pattern Beta 1, AP: Omega 1
    Universal I Engineer - Emergency Power to Shields I, RSP 1
    Ensign Engineer - Emergency Power to Shields I
    Universal II Science - Transfer Shield Strength 1, Hazard Emitters II

    Engineering Consoles: 2x Neutronium MK XI (Very Rare), Assimilated Module, RCS MK XI (Very Rare)
    Science Consoles: Field Generator MK XI (Rare)

    This setup isn't very efficient but doesn't require a lot of expensive Doffs or parts. BFI doffs are a great place to start chased by the more expensive doffs of your choice. Warp Core engineers aren't a bad choice for a cheap Doff but won't add much to the ship.
  • intrepid74656intrepid74656 Member Posts: 0 Arc User
    edited November 2012
    razellis wrote: »
    I'm sorry to tell you this but "Victory is Life" on the Jem'hadar set doesn't work.
    How's that?
    [SIGPIC][/SIGPIC]
  • razellisrazellis Member Posts: 176 Arc User
    edited November 2012
    How's that?

    It's glitchy. They may have fixed it but last I heard it was still non functioning.
  • xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    jaxina wrote: »
    So it was time again that a box contained the Jem'Hadar Attack ship and this time i was lucky and got one.

    I think the damage i do is moderate so i need some advice on building up this little thing :D

    My current setup:

    Ship:

    Fore Weapons: 3x Polaron Dual Heavy Cannons MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Deflector: Jem'Hadar Deflector Dish MK XI
    Impulse: Jem'Hadar Combat Impulse Engines MK XI
    Shields: Jem'Hadar Resilent Shields MK XI
    Aft Weapons: 2x Polaron Turret MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Engineering Consoles: 4x Plasma Distribution Manifold MK XI (Rare)
    Science Consoles: Assimilated Module
    Tactical Consoles: 5x Polaron Phase Modulator MK XI (Rare)

    BOFF:

    Cmdr. Tactical - Tactical Team I, Cannon Rapid Fire I, Cannon Scatter Volley II, Cannon Rapid Fire III
    Lt. Cmdr. Tactical - Torpedo High Yield I, Torpedo Spread II, Torpedo High Yield III
    Universal I Science - Polarize Hull I, Tractor Beam II
    Universal II Engineer - Engineering Team I, Reverse Shield Polarity I
    Ensign Engineer - Engineering Team I

    This is how mine it set up:

    Fore: 4x Polarized Disruptor Dual Heavy Cannons Mk XII
    Aft: 3x Polzarized Disruptor Turrets Mk XII
    Deflector: Omega
    Engine: Omega
    Shield: Klingon Honor Guard
    Eng console: assimilated, tachyokinetic converter, plasmonic leech(or monotanium) , neutronium
    Sci console: field gen
    Tac console: 5x disruptor

    CMDR tac: TT1, APBI, CSVII, APBIII
    LtCmdr Tac: TTI, CSVI, APOI
    Lt Sci: TSSI, HEII
    Lt Eng, EPtS I, Aux to Struc I
    Ens Eng: EPtS I

    Doffs:
    2x conn (evasive maneuvers)
    2x shield distribution
    1x Borg space warfare
  • engineerprimeengineerprime Member Posts: 4 Arc User
    edited November 2012
    My setup:Engineer

    Fore: 3x Fleet Polaron Dual Heavy 1xFleet Polaron Dual Beam bank
    Aft: 3x Fleet Polaron Turret
    Deflector: jem'hadar
    Engine: jem'hadar
    Shield:jem'hadar -- Maybe play with some other option here!?
    Eng console: assimilated,2x neutronium and the ENHANCED PLASMA MANIFOLD:eek:
    Sci console: field gen
    Tac console: 5x polaron
    Devices:Sub Space Field Modulator,Large weapon batts

    LUS:Science 2x TSS
    LUS:Borg Engineering EPS 1&2
    Commander tac: TT1,APB1,APO1,CRF3
    Lt Comm tac:TT1,CRF1,BAO3
    Ens Eng:ET1

    Doffs:
    3x SDO's (purple)
    1x space warfare +10% all damage output (purple)
    1xHSO (purple)

    The bug is new to me but this seems to work well and i like it, any opinions more then welcome as im sure it could be improved!!
    I scored a 37599 hp kill shot on a borg cube 3 days ago with BO3 i like the punch it offers! The shields seem to be a weak point so that could be played with and it dose look awsome with the Aegis set!

    OP?

    Stuart!
  • darthlonestarrdarthlonestarr Member Posts: 161 Arc User
    edited November 2012
    Is it better to have Attack Pattern Omega 3 in the Cmd spot and CRF or CSV in Lt Cmd spot or the other way around?
    [SIGPIC][/SIGPIC]
    Unrepentant; the pants optional fleet.
    Support Flagship PVP and Target Marking
  • edited November 2012
    This content has been removed.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited November 2012
    If I ever get one I was thinking of going proc-tastic! (Yeah I know a stupid build)

    Polarised Disruptor DHC's from that featured episode (you'll need to run it several times of course) up front then lots of Cannon Rapid or Scatters.

    Throw in a full Jem Hadar set and you'll get the Three Proc chances (Which is curently under disscussion :P).

    In any case I'd still suggest you'd switch toPolaron disruptors. The Polaron Proc is a bit weak unless you're running a science Power drain build, and the Bug ship dosen't have enough Science slots.
  • xantrisxantris Member Posts: 0 Arc User
    edited November 2012
    purvee1 wrote: »
    If I ever get one I was thinking of going proc-tastic! (Yeah I know a stupid build)

    Polarised Disruptor DHC's from that featured episode (you'll need to run it several times of course) up front then lots of Cannon Rapid or Scatters.

    Throw in a full Jem Hadar set and you'll get the Three Proc chances (Which is curently under disscussion :P).

    In any case I'd still suggest you'd switch toPolaron disruptors. The Polaron Proc is a bit weak unless you're running a science Power drain build, and the Bug ship dosen't have enough Science slots.

    Phased Polaron (contrary to their name, they are tetryon/Polaron hybrids) are from the featured episode. Polarized disrupters are reward pack items that drop from Lockboxes.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited November 2012
    xantris wrote: »
    Phased Polaron (contrary to their name, they are tetryon/Polaron hybrids) are from the featured episode. Polarized disrupters are reward pack items that drop from Lockboxes.

    These things!
    http://www.stowiki.org/Mission:_Boldly_They_Rode

    its very confusing.
  • stonefyrestonefyre Member Posts: 48 Arc User
    edited November 2012
    Those are the tetryon/polaron hybrids, not the disruptors you said you wanted. And they don't come in dual HEAVY cannon, only dual cannon.
  • stonefyrestonefyre Member Posts: 48 Arc User
    edited November 2012
    xsharpex wrote: »
    BOFF:

    Cmdr. Tactical - Tactical Team I, Attack Pattern Beta I, Cannon Scatter Volley II, Cannon Scatter Volley III
    Lt. Cmdr. Tactical - Torpedo Spread I, Attack Pattern Beta I, Torpedo Spread III
    Universal I Engineer - Emergency Power to Shields I, Aux to SIF I
    Universal II Science - Polarize Hull I, Hazard Emitters II
    Ensign Engineer - Emergency Power to Shields I

    DOFFs:

    2x V. Rare (purple) Conn officers that reduce the tactical team cooldown time
    1x V. Rare Shield Distribution officer *optional
    1x V. Rare Borg Warfare Specialist (Dlyrene) *optional
    1x/2x V. Rare Projectile Officer *optional
    1x V. Rare Warp Core Engineer *optional

    Basically, the only manditory ones are the 2 purple conn officers. So you can cycle 1 TT1 with max efficiency...

    xsharpex is basically suggesting that you spend tons of credits on "mandatory" conn officers so you can run Torp Spread I instead of a second Tact Team I. No, don't do that, just slot the second copy of Tact Team, you can use the one higher level torp spread and you'll be happier and richer for it.

    But do replace one of those AP Betas with an AP Omega, possibly in the Cmdr slot (APO III). If you think you're damage output is weak, you'll find Omega makes a huge difference. And it gives you a critical tractor beam immunity in STFs.
  • maddog0000doommaddog0000doom Member Posts: 1,017 Arc User
    edited November 2012
    jaxina wrote: »
    So it was time again that a box contained the Jem'Hadar Attack ship and this time i was lucky and got one.

    I think the damage i do is moderate so i need some advice on building up this little thing :D

    My current setup:

    Ship:

    Fore Weapons: 3x Polaron Dual Heavy Cannons MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Deflector: Jem'Hadar Deflector Dish MK XI
    Impulse: Jem'Hadar Combat Impulse Engines MK XI
    Shields: Jem'Hadar Resilent Shields MK XI
    Aft Weapons: 2x Polaron Turret MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
    Engineering Consoles: 4x Plasma Distribution Manifold MK XI (Rare)
    Science Consoles: Assimilated Module
    Tactical Consoles: 5x Polaron Phase Modulator MK XI (Rare)

    BOFF:

    Cmdr. Tactical - Tactical Team I, Cannon Rapid Fire I, Cannon Scatter Volley II, Cannon Rapid Fire III
    Lt. Cmdr. Tactical - Torpedo High Yield I, Torpedo Spread II, Torpedo High Yield III
    Universal I Science - Polarize Hull I, Tractor Beam II
    Universal II Engineer - Engineering Team I, Reverse Shield Polarity I
    Ensign Engineer - Engineering Team I

    i used disruptors with my bug ship cus the quad cannons are disruptor.

    khg shiled so i dont die so fast.
    omega deflector and engines for extra sheild kill. some times i used jem eniges for weapon power

    i use quad cannons and those phased distruptor things all with +50 crit serv

    on rear i got one torp harpeng just cus its pretty and distruptor beams.

    kills stuff nice

    consoles i got 5 tactical xii disruptor
    + weapon power and eingine consoles and feild gen for sci

    some times i change set up but never liked the jem set so havnt used pols and jem set in a long time.

    ctrlD is what i aim for with weapons.

    full skill points into weapons skills and warpcore efficent and attack paterns

    doffs
    3 ultra rare con offs for faster attackpatterns with reduce time doffs for cannons
    [SIGPIC][/SIGPIC]
  • romuzariiromuzarii Member Posts: 0 Arc User
    edited November 2012
    stonefyre wrote: »
    xsharpex is basically suggesting that you spend tons of credits on "mandatory" conn officers so you can run Torp Spread I instead of a second Tact Team I. No, don't do that, just slot the second copy of Tact Team, you can use the one higher level torp spread and you'll be happier and richer for it.

    But do replace one of those AP Betas with an AP Omega, possibly in the Cmdr slot (APO III). If you think you're damage output is weak, you'll find Omega makes a huge difference. And it gives you a critical tractor beam immunity in STFs.
    If you really want that immunity you should just use PH1 or 2. BETA 3 is ideal for max damage. I don't think it works on shields but it's more than worth using over APO3 or APO1. If you have doubt in your heart about this make it a point to try KAS normal or elite and try both. You're going to see your pewpew strength go through the roof with beta 3. When I did this myself APO3 proved to be painfully slow in comparison while soloing the gens and gates.

    Without conn officers with 15% AP to reduce timers I would use beta 1 to go with 3, 2 CRFII, 1 HYII, 1 HY1, and 1 TTI with 2x purple TT conn officers which aren't THAT expensive to obtain and possibly the best money you can spend to up your DPS(debatable against purple doffs for torps but frankly both 2x and 3x will be the best option period for damage output) until you can get 3x of the other conn officer types. Without using two purple COs for TT you will lose a HY or a CRF or a AP, whatever you choose in favor of using a second TT.

    I use:

    Comm: TT1 HY2 CRF2 APB3
    Lt Comm: TT1 HY2 CRF2 with APO3 to switch it around with the first when needed i.e. PVP

    I'm pretty set on this being the best possible choice with 3x cannon + torp + turrets for DPS. I also carry two tac BOs for volley and torp spreads + APO3 for AoE kills, and I have a all cannon build with volley 1s or TT2 replacing HY2s. I use x3 CO AP 15% DOFFs with the other two slots depending, for borg I use tholian borg doff. Beyond that I'm torn but I think overall torp doffs are the way to go with shield doffs leading the way with a survival mindset/all cannon. Cannon doffs sound great and all but they're worthless imho without 2-3 of them guaranteeing a constant global cooldown so you can load just one copy of CRF + one CSV.



    So you have this to go by as a guide for DD boff ability tiers, PVE with 1x torpedo launcher:

    Tier 0 - you suck


    Tier 1 - No good DOFFs to speak of or less than ideal

    Comm: TT1 HY2 CRF2 APB3
    Lt. Comm: TT1 APB1 CRF2


    Tier 2 - 2x purple TT DOFFs + 3x purple torp DOFFs

    Comm: TT1 HY2 CRF2 APB3
    Lt. Comm: HY1 APB1 CRF2


    Tier 3 - 3x purple AP 15% DOFFs + 2x purple torp DOFFs or 1x borg + torp vs borg or 2x shield for survival or whatever for the last two slots


    Comm: TT1 HY2 CRF2 APB3
    Lt. Comm: TT1 HY2 CRF2


    w/o torps replace HY2 with CSV1 or use TT2 and let an ensign slot rot if you know volleys aren't needed, for ex:

    Comm: TT1 TT2 CRF2 APB3
    Lt. Comm: xxxx APB1 CRF2


    w/ AP doffs:

    Comm: TT1 TT2 CRF2 APB3
    Lt. Comm: xxxx CSV1 CRF2

    or

    Comm: xxxx TT2 CRF2 APB3
    Lt. Comm:xxxx TT2 CRF2


    w/o AP doffs but with TT doffs:

    Comm: xxxx TT2 CRF2 APB3
    Lt. Comm: xxxx APB1 CRF2




    Now that no one's confused, let's move on!


    The above is my current favorite cookie cutter setups. My choice may change tomorrow. But my selections with torps and without torps are pretty solid and perhaps the very best options. I don't hold much faith in tier 3 versions of rapid fire or volley or torps. All three obviously do more damage than the previous two tiers but they can't really touch Attack pattern damage boosts and they seem lackluster when paired with tier 1 and 2 of APs when compared to tier 3 APs paired with tier 1 and 2 of rapid fire and high yield torps. But like I said, for me this might change tomorrow. Once I figure out the math and once and for all decide which is better, for example: CRF3 and CRF2 + beta2 vs CRF2 x2 + beta3. But I'm already pretty sure the latter wins out.


    Of course this all changes depending on what you're trying. For example, if you're rolling with a torpedo boat for some reason and packing all torp consoles, you're obviously going to want 2x HY3 and so on but that's for another discussion because I just got bored with this post and am going to play fail Madden for the rest of the night after I temp log into STO to check DOFF assignments. My 49ers need some attention after three straight days of hardcore MMO gaming.
  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    i used disruptors with my bug ship cus the quad cannons are disruptor.

    Yeah I am a traditionalist on my Klink ships using diruptors only and bug ship cute.
    [SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
    USS WARRIOR NCC 1720 Commanding Officer
    Star Trek Gamers
  • sjokruhlicasjokruhlica Member Posts: 434 Arc User
    edited December 2012
    This is my current setup, for what it's worth. Works pretty well for me so far. Just substitute the MACO shield for a KHG

    Fore: 1 fleet polaron dual cannon XII [dmg]x3[acc], 1 pol dual cannon XII [acc]x2[CritH], 1 Pol DHC XII [acc][critH]x2. Quantum XII [acc]x2[dmg]
    Aft: 2 pol turrets XI [acc]x2[dmg], one [acc]x2[CritH]
    Deflector: Jem'hadar
    Engine: Jem'hadar
    Shield:MACO XII
    Eng console: assimilated,RCS XII purple, Neut XII purple, and one armor/plating ( varies by situation, I have several. Usually a Tetraburnium XII purple)
    Sci console: field gen XII purple
    Tac console: 5x polaron XII, 4 purple one blue
    Devices: Shield and engine batteries
    LUS:Science TSS1, HAZ 2
    LUS: eng , Emerg. power to shield 1, aux to structural 2
    Commander tac: TT1,THY 2, APO1, CRF3
    Lt Comm tac:TT1, APB1, CRF2
    Ens Eng:emerg. pow to shields 1

    Doffs:
    Purple cannon energy weapons officer to reduce cooldown
    purple projectile weapons officer to reduce cooldown
    purple conn officer to reduce evasive man cooldown
    Purple conn officer to reduce attack pattern cooldowns by 15%
    Purple warp core eng to boost power on emergency-to uses.

    I bucked the trend for all DHC's. Duals give twice the rate of fire of DHC's, meaning more chances to crit and proc. it's working well for me so far.I also went with accuracy whenever I could. I'll be replacing the XI turrets with XII's when I can get some with at least [acc]x2. And as much as I didn't want to, I went with the MACO shield over the Jem. I lost the AP sweep, but the Jem shields just weren't cutting it, capacity-wise.

    Comments/criticisms welcome
  • romuzariiromuzarii Member Posts: 0 Arc User
    edited December 2012
    I just did my math. I'll check over it later to be certain.


    All cannon build escort

    1) xxxx-APB1-CRF2-CRF3
    ---xxxx-APB1-TT3 W/ 2x purple TT doffs

    vs

    2) xxxx-TT2-CRF2-CRF3
    ---xxxx-TT2-APB2 w/ 3x AP 15 doffs

    vs

    3) xxxx-TT2-CRF2-APB3
    ---xxxx-TT2-CRF2 w/ 3x AP 15 doffs

    vs

    4) xxxx-TT2-CRF2-APB3
    ---xxxx-CRF1-TT3 w/ 3x AP 15 doffs

    vs

    5) xxxx-CRF1-CRF2-APB3
    ---xxxx-APB1-TT3 W/ 2x purple TT doffs


    Calculating the dmg % gained from BO abilities without factoring in APB, the best extra damage delivered for 40 seconds out of every 60 seconds are as follows, top to bottom:

    1
    2
    5
    3
    4

    After calculating betas into the mix, which is where it gets hard for me but I just went with a guaranteed 20 seconds out of every 60 seconds being active on one target, the overall winners for all cannon build is as follows:

    1 - 180%
    2 - 178%
    3 - 178%
    4 - 174%
    5 - 170%

    As we can see #2 and 3 are exactly the same DPS boost. 1 is just barely a winner. 4 doesn't lose too bad and 5 is the worst boost.


    When it comes to APO1-3 I didn't feel necessary to calculate. They are a max of 25% damage boost for about 30 seconds every minute. It clearly is behind for DPS but is useful for it's other perks.

    Finally, looking at the above and assuming it is not fuzzy math, it would be logical to presume that with a torp build x1 you can look at the first example:


    xxxx-APB1-CRF2-CRF3
    xxxx-APB1-TT3 W/ 2x purple TT doffs

    change it to the following:

    HY1-APB1-CRF2-CRF3
    HY1-APB1-TT3 W/ 2x purple TT doffs

    And throw on 3x purple torp doffs for max dmg with torpedo 1x 3x cannon DPS. But not necessarily true. Looks pretty obvious from the first glance but I'll be uncertain until I look at the various setups between BO abilities involving torps to be sure. For now, it appears TT3 has great potential for the all cannon, rapid fire build.
  • thebigarniedog55thebigarniedog55 Member Posts: 11 Arc User
    edited March 2013
    Why is everyone putting beams on their Attack ships? is it me or is it a stupid idea?
  • scbypwrscbypwr Member Posts: 177 Arc User
    edited March 2013
    Anyone have any opinions about which captain this ship can serve the best?

    Tac
    Sci
    Eng
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited March 2013
    Tactical would be the best fit.

    /\
  • scbypwrscbypwr Member Posts: 177 Arc User
    edited March 2013
    My sci has a dreadnought. I was wondering if the sub-nuc capability would be a better fit as well.

    I am not completely opposed to getting a dread for my tac as well...:)

    Also...i have a klink engineer. Which faction would it be better for?
  • gstamo01gstamo01 Member Posts: 0 Arc User
    edited March 2013
    4 Dual Heavy Polaron Cannons MK XII [crtd]x3 or [acc]x3
    1 Polaron Beam Array MK XII (any)
    2 Phased Polaron Turrents MK XII [crtd]x2

    Dominion Deflector MK XII
    Dominion Shield MK XII
    Romulan MK XII Engine +26 attack pattern

    Monotanium MK XII
    All 3 Universal Crit Consoles

    Plasmonic Leech

    5 Polaron Tact Consoles MK XII (rare or very rare)


    CMD / LTCMD Tacts
    1 Scatter3 or 1 Rapid3
    2 Omega1
    2 Scatter1 or 2 Rapid1 (which ever is opposite of your CMD skill)
    1 Tact Team1
    1 Beam Overload1

    Run Tact Team doffs to reduce recharge time of team and add +10 to attack patterns with each doff.

    Having the CMD opposite of the two LT cannon skills you have allows you for situation dmg. Nothing worst than needing a Rapid or Scatter and not having it.

    Use the Beam Array and Overload as a kick out attack finisher. Kick out attack is when you decide to move on to the next target, but are not finished with the current.


    LT Science
    Hazard1
    Transfer Shields2


    LT Engineer
    Emergency Power to Shields1
    Reverse Shield Polarity1 / Aux to Battery1 / Extend Shields1 (your choice)

    Ensign Engineer
    Emergency Power to Shields1


    On the engineers, best to have one of the alternate Boff skills on the Ensign Engineers LT slot so you can flip their position depending on the mission you are running.

    Have an extra science boff with Hazard1 and Repulsor1 that can be switched out with current science boff depending on mission.
    You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online! :D
  • tom61stotom61sto Member Posts: 3,671 Arc User
    edited March 2013
    scbypwr wrote: »
    My sci has a dreadnought. I was wondering if the sub-nuc capability would be a better fit as well.

    I am not completely opposed to getting a dread for my tac as well...:)

    Also...i have a klink engineer. Which faction would it be better for?

    As far as factions, they are a lot closer together now, with so many of the good KDF consoles being in the cross-faction boxes and that you can get KHG and MACO as 'Adapted' for the other faction.

    Toys still exclusive to KDF: Plasmonic Leech console(your ship's energy weapon hits can steal power), Aceton Assimilator console (AoE launchable device, steals power and does minor shield-penetrating damage) and a few others like the giant annoying shield console.

    Toys exclusive to Fed: [arc] Quantum Torpedo (would come in quite handy if you're talking about the Jem Dread, pending you go with a broadsiding rig), Team Fortress console from the Steamrunner, and Emission seeking torpedo. Most of the other low tier ship consoles (Ones that could be fit on Jem ship) still exclusive aren't that useful in general use, but have specific uses (mostly for Sci chars/ships).
    Why is everyone putting beams on their Attack ships? is it me or is it a stupid idea?

    If you mean a Dual-Beam Bank, it's because of the spike damage that Beam Overload 3 can put out. If you mean Beam Arrays, my guess would be that it's either the person playing around with the default layout of weapons or are having troubles keeping their DHCs on target while speed tanking and so have resorted to beams to hit as they pass by.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited March 2013
    A number of builds suggested in this post are for PVP -- you can see those builds by their suggestions to include either Attack Pattern Omega or RCS consoles .

    Neither is a 'must' (IMHO) in PVE , so when you (the OP) asks for build suggestions , make sure to ask for either PVE or for PVP , as sometimes the answers will differ depending on which option you choose to play .
  • naeviusnaevius Member Posts: 0 Arc User
    edited March 2013
    >>> "I bucked the trend for all DHC's. Duals give twice the rate of fire of DHC's, meaning more chances to crit and proc. "

    False, btw. Proc and crit chance is per cycle, not per 'pulse' (i.e. shot).
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