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High Maintenance Chimmera Build

pveheropvehero Member Posts: 0 Arc User
edited November 2012 in PvP Gameplay
Just felt like sharing this funny Chimera build

TT1, TS2, CRF2, APO3
HE1, ST2
EPtoA1, AtoB1, RSP2
ET1, AtoB1
EPtoS1


Combined with 3 purple Technician doffs (and a blue cannon doff just to be sure), this will in effect give you a ship with:

TT1 x2
TS2 x2
CRF2 x2
APO3 x2

ST2 x2
HE1 x2

EPtoA1 x2
RSP2 x2
EPtoS1 x2
ET1 x2


(A variation would be to swap RSP2 for EPtoS3, and free the universal ensign for whatever sci skill you want)

Now this is a very demanding ship to fly... AtoB has to be activated every so often, and preferably timed to your other abilities to get maximum effect. Your Hazards will give very little hull heal, but still clear debuffs, and you'll have 3 teams to choose between every 15 seconds. But if you can get around the management part, you'll have a ship that's hard hitting, maneuvrable, and extremely flexible!

Good luck! :)
[SIGPIC][/SIGPIC]
Post edited by pvehero on

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    thisslerthissler Member Posts: 2,055 Arc User
    edited November 2012
    pvehero wrote: »
    Just felt like sharing this funny Chimera build

    TT1, TS2, CRF2, APO3
    HE1, ST2
    EPtoA1, AtoB1, RSP2
    ET1, AtoB1
    EPtoS1


    Combined with 3 purple Technician doffs (and a blue cannon doff just to be sure), this will in effect give you a ship with:

    TT1 x2
    TS2 x2
    CRF2 x2
    APO3 x2

    ST2 x2
    HE1 x2

    EPtoA1 x2
    RSP2 x2
    EPtoS1 x2
    ET1 x2


    (A variation would be to swap RSP2 for EPtoS3, and free the universal ensign for whatever sci skill you want)

    Now this is a very demanding ship to fly... AtoB has to be activated every so often, and preferably timed to your other abilities to get maximum effect. Your Hazards will give very little hull heal, but still clear debuffs, and you'll have 3 teams to choose between every 15 seconds. But if you can get around the management part, you'll have a ship that's hard hitting, maneuvrable, and extremely flexible!

    Good luck! :)


    Given access to the Doffs, couldn't anyone make their dream ride to Comedy Heaven? Really what build could be imagined that wouldn't tickle the Humerous Stifficus of anyone within say, a five foot radius?

    What build just wouldn't make you want to do this? http://www.youtube.com/watch?v=KaqC5FnvAEc
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    aetam1aetam1 Member Posts: 228 Arc User
    edited November 2012
    pvehero wrote: »
    Now this is a very demanding ship to fly... AtoB has to be activated every so often, and preferably timed to your other abilities to get maximum effect. Your Hazards will give very little hull heal, but still clear debuffs, and you'll have 3 teams to choose between every 15 seconds. But if you can get around the management part, you'll have a ship that's hard hitting, maneuvrable, and extremely flexible!

    With keybinds it should be pretty simple. Bind your AtB and your EPtX to your spacebar and just keep pressing spacebar. As long as you don't get a cramp in your thumb or something you should be fine.

    Also you could consider switching ST2 with TSS2. That way you get a shield heal that does not share a cooldown with TT.
    If you have enough Boff slots you could also have one with ET1, one with ST1 and one with TB1 on standby. That gives you some options depending on the match. If you don't need counters go with TB, if you have too much sci/console spam go with ET or ST for you universal ensign slot.

    My stomach is clear and my mind is full of bacon!
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    khayuungkhayuung Member Posts: 1,876 Arc User
    edited November 2012
    This build reminds me of a girl I once knew... but a spambar solves all problems!


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

    Support the "Armored Unicorn" vehicle initiative today!

    Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
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    pveheropvehero Member Posts: 0 Arc User
    edited November 2012
    Spacebar solves part of the issue, but does not allow for optimal efficiency. I must admit I run a rather long keybind on mine, but there would be advantages to micromanagement.

    I tried running TSS first, but found that every time I needed it my aux power was at 0. In play, I actually use ST more than ET. HE even with 5-10 aux gives 5k hull heal, and comes around every 30 seconds, so it can usually keep up with bleedthrough. ET helps me when I run up against anamies that deal heavy damage directly to hull. Plasma, DEM etc. This is part of the flexibility that allows this build to succeed in different enviroments. Some matches I hit ST or TT, other matches I hit only ET.
    [SIGPIC][/SIGPIC]
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    i run something similar on vet ships, they just work so well with 2 AtB
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    webdeathwebdeath Member Posts: 1,570 Arc User
    edited November 2012
    Personally, I like Eject Warp Plasma over RSP 2. Perma Plasma causes so much chaos. :D
    Also, you could switch Attack pattern Omega 3 to Attack Pattern Omega 1 and Rapid Fire 2 to Rapid Fire 3.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
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    upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    webdeath wrote: »
    Personally, I like Eject Warp Plasma over RSP 2. Perma Plasma causes so much chaos. :D
    Also, you could switch Attack pattern Omega 3 to Attack Pattern Omega 1 and Rapid Fire 2 to Rapid Fire 3.

    Top scorts in the game have been running crf2/omega3 > omega1/crf3 with attack pattern doffs for awhile now with better results. If you can keep omega3 at global, your better off.
    As much fun as the ewp build is, the rsp IMO is pretty necessary with the lack of aux and heals on a build that commits 2 lt abilities to aux2batt.
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    pveheropvehero Member Posts: 0 Arc User
    edited November 2012
    webdeath wrote: »
    Personally, I like Eject Warp Plasma over RSP 2. Perma Plasma causes so much chaos. :D
    Also, you could switch Attack pattern Omega 3 to Attack Pattern Omega 1 and Rapid Fire 2 to Rapid Fire 3.

    I did... uhm... I mean, someone I know did some extensive calculations on APO1/CRF3 vs CRF2/APO3 damage, and came to the conclusion that CRF3 gave a marginally higher sustained damage (like 1%), while burst potential was rougly equal.

    I think, however, that when you include torpedo damage the APO3 solution will be best, at least for burst. Unless the sustained damage increase from "2 copies" of CRF3 can outweigh it.
    [SIGPIC][/SIGPIC]
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    aetam1 wrote: »

    Also you could consider switching ST2 with TSS2. That way you get a shield heal that does not share a cooldown with TT.

    Keep in mind that TSS2 will be poor if you have no Aux due to ATB1, though one can keybind it to fall behind the use of EPTA1 and before the use of ATB1 to overcome that issue.
    Leonard Nimoy, Spock.....:(

    R.I.P
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    echodarksidedechodarksided Member Posts: 0 Arc User
    edited November 2012
    We did extensive testing one night on APO3 vs CRF3 with 1 atb and 3 tech doffs and found damage over time favored crf3 at 1-2% per cycle (30 seconds or so), but in playing we also discovered the defense bonus of APO3 makes a significant difference because you are typically vulnerable in pvp when choosing between the two skills.

    Because the defense bonus of APO3 causes so many misses from your opponent, all our escort players swear APO3 beats CRF3 as a choice.

    To each their own though, if you are an escort who believes 1-2% more damage is more valuable than 15% or more fewer hits, go for it. Some escorts are better at hiding in the crowd than others, and don't need the defense boost. Others, they glow with neon signs that say "shoot me."
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    unless you run a beam or a torp, i would pick CRF3. you just use it more, and even if your short on other buffs its abrupt get hit by a train damage the most often. looking at the dps at the end of a test doesn't take into account just how often you can spike someone hard, making it very hard to defend against. even with global up time, you use APO much less.
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    redrickyredricky Member Posts: 1,004 Arc User
    edited November 2012
    bitemepwe wrote: »

    Keep in mind that TSS2 will be poor if you have no Aux due to ATB1, though one can keybind it to fall behind the use of EPTA1 and before the use of ATB1 to overcome that issue.
    Yes, and then wreck that careful layout by spamming the key in a panic and destroying the order. At least that's how I roll. :cool:
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
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    hroothvitnirhroothvitnir Member Posts: 322
    edited November 2012
    Aux batteries are your new best friend ever. Flatlined your aux and got hit with a borg crit torp, Aux battery and HE2 will save your TRIBBLE.

    As far as the three teams go, if you have a RSP I dont think ST is needed as you basically get a shield invuln every minute. Now if you dont have RSP or support heal ST could be very useful, I'm of the opinion that TT is very handy but if you use only it 100% of the time your not getting the most out of your build(escorts excluded they have more important things to put in engi spots than ET, or have a very specific build. Yes RSP and TT and you have instat full shield, auto distribute an RSP and you have a full shield half way through. Use and ET in that time if your on a cruiser. Also if your not getting focus fired or dont have aggro drop ET on damaged ships. Its rather funny what an defiant or bug can live through if they are getting an ET every 15 seconds.
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    upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    Thales and MT (last I checked) favor omega3 over crf3. If its good enough for those two...

    Can't remember off the top of my head, but does omega3 give you a better turn rate boost than 1? If so, it's also to keep your dhc's on target. Just one second difference of being out of arc makes that 1-2% advantage go away quickly.
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    webdeathwebdeath Member Posts: 1,570 Arc User
    edited November 2012
    Thales and MT (last I checked) favor omega3 over crf3. If its good enough for those two...

    Can't remember off the top of my head, but does omega3 give you a better turn rate boost than 1? If so, it's also to keep your dhc's on target. Just one second difference of being out of arc makes that 1-2% advantage go away quickly.

    Welp if Thales and MT Favor it.. They can't be wrong. :)
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
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    pveheropvehero Member Posts: 0 Arc User
    edited November 2012
    We did extensive testing one night on APO3 vs CRF3 with 1 atb and 3 tech doffs and found damage over time favored crf3 at 1-2% per cycle
    This matches my testing based on tooltip calculations perfectly! (hah, and they said i was using flawd data by relying on tooltips!)

    Anyway, for a ship with a torp launcher, APO also buffs the torp, and then jumps ahead in damage
    redricky wrote: »
    Yes, and then wreck that careful layout by spamming the key in a panic and destroying the order. At least that's how I roll. :cool:

    dam... i hate it when someone steals my system! :D
    [SIGPIC][/SIGPIC]
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    Originally Posted by bitemepwe
    Yes, and then wreck that careful layout by spamming the key in a panic and destroying the order. At least that's how I roll.

    I didn't actually say this but yes I have rolled that way.
    Its a price for KB, losing one's rythm when one loses focus.
    Otherwise its honestly less an issue as one plays more and learns to rythmically spam a key without thinking.
    Leonard Nimoy, Spock.....:(

    R.I.P
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    redricky wrote: »
    bitemepwe wrote: »
    Yes, and then wreck that careful layout by spamming the key in a panic and destroying the order. At least that's how I roll. :cool:

    Remind me to send you my KB data when I have got it all sorted out.
    It may help you keep rythm (even in a panic) and can be adjusted to your powers.
    I kid you not, so far this one KB I've written does seem to be hitting powers sequentially down the bind even when I fumble the rythm it seems to quickly pick it back up.
    Leonard Nimoy, Spock.....:(

    R.I.P
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    pveheropvehero Member Posts: 0 Arc User
    edited November 2012
    bitemepwe wrote: »
    I didn't actually say this but yes I have rolled that way.
    Its a price for KB, losing one's rythm when one loses focus.
    Otherwise its honestly less an issue as one plays more and learns to rythmically spam a key without thinking.

    lol, fixed it. There was some quotecode mixup :)
    [SIGPIC][/SIGPIC]
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    shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    My personal struggles to come to grips with the MVAE's Tac layout have led me to use AP:O3 with non-terrible results. That said I do use DBBs and stuff a lot, and I like to build around them rather than just slap on a half-thought weapon skill, so I can't say for sure if it's suitable for a vanilla cannonscort like a bug or something.

    As mentioned though, AP:O gives you a turn buff which helps you keep greater on-target time.
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    pvehero wrote: »
    lol, fixed it. There was some quotecode mixup :)

    No worries. I talk to myself quite often so it was no shock.

    In fact I had a horrible arguement with myself over a conflict on the history of the Ottoman Empire and had to apoligise.:o
    Leonard Nimoy, Spock.....:(

    R.I.P
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