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
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
Comments
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.
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
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.
It's glitchy. They may have fixed it but last I heard it was still non functioning.
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
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!
Unrepentant; the pants optional fleet.
Support Flagship PVP and Target Marking
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.
These things!
http://www.stowiki.org/Mission:_Boldly_They_Rode
its very confusing.
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.
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
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.
Yeah I am a traditionalist on my Klink ships using diruptors only and bug ship cute.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
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
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.
Tac
Sci
Eng
≡/\≡
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?
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.
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).
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.
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 .
False, btw. Proc and crit chance is per cycle, not per 'pulse' (i.e. shot).
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Joined October 2009. READ BEFORE POSTING