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Guramba Siege Destroyer worth it? Help with build

encadiencadi Member Posts: 55 Arc User
edited February 2013 in Klingon Discussion
Gey guys im quite enw to the Klingon side sow as wodnering if you guys think Garumba siege destroyer is still worth it nowadays. also if you have the time and the motivaiton could you help me building a decent build with:

- Weapons to use
- Ship Gear
- Boff powers
- Active Doffs
- Where would you allocate player skill points


Thank you!
Post edited by encadi on

Comments

  • jammalanjammalan Member Posts: 0 Arc User
    edited January 2013
    About a year ago that was my dream ship. I saw some skilled pvp player in kerrat flying it, but i stopped playing 8months ago but i'm still interested. Lots of ppl say this is the best ship for pve and i saw it's working in "outdoor pvp", but i can't see anyone with guramba nowdays why is this?
  • mrdodge6mrdodge6 Member Posts: 0 Arc User
    edited January 2013
    I have an Guramba.
    You should use it with Disruptors and Disruptor Consols. (Javelin benefits from the consols)
    3x Polarized Disruptor DHC one Quantum Torp
    3x Disruptor Turrets.

    Borg XI Set

    With Luck i can get One Hits in PVP with Javelin ;) In PVE i do a lot of damage.
    Its my first Ship and i love it :D

    Someone said: "The Guramba does a lot of damage and he looks cool doing it!"
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited January 2013
    I have the Guramba in my OPINION

    It is one of the best pve ships in the game the javelin really is something else even though its a console behind you don't really realise for a tactical captain it really is deadly

    In pvp not so much you can get it to work but it excels in siege mode but in siege mode the turning rate is hindered that much you turn more like a fedcruiser than a destroyer and you find things behind you more than in your cannons

    The plus point is if you buy it it's an account unlock so all your alts can use it (kdf)

    Overall great fun plus the thing can take some damage where as bops can be a bit flimsy in stfs

    Disruptors all round I prefer exchange acc modifiers for pvp

    Boffs pretty straight forward you want APB3 for pve or 2 copy's of omega for pvp

    Two piece Borg set with fleet adaptive shields(now they've fixed them you don't get twisted at)

    Doffs I chose to run 3 conn doffs to reduce evasive manoeuvres countdown and two shield distribution doffs
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • encadiencadi Member Posts: 55 Arc User
    edited January 2013
    aah thanksm so i guess you would go for dual ehavy cannons+1 tor front and cutting beam+turrents behind?

    Also could you elaborate a bit mroe on bfofs if possible
  • twamtwam Member Posts: 0 Arc User
    edited January 2013
    Weapons: exactly, just make sure you run disruptors.

    Boffs, I'd suggest something along the lines of:

    Tac: Tac team 1, Cannon rapid fire 1, Cannon rapid fire 2, Attack pattern beta 3
    Tac: Tac team 1, Torpedo high yield 2, Attack pattern omega 2
    Sci: Tractor beam, Hazard emitters 2
    Eng: Emergency power to shields 1, Reverse shield polarity 1
    Eng: Emergency power to shields 1

    Have the second tac trained to attack pattern omega 3 in the commander slot, so you can just switch them for pvp.

    General usage: cycle epts1's, tractor beam foe in place, then pound it with rapid fire/torp/javelin at will, with the attack patterns boosting your damage.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited January 2013
    That guy just hit the nail on the head
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • encadiencadi Member Posts: 55 Arc User
    edited January 2013
    might i ask why disruptors? =p


    Also do you try to run on siege mode all the time you can? dos it present problems to cannon? Do you fire the lance as soon as its up or line it with CDs?

    Thanks for all the help guys!
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited January 2013
    It took me some time to get the hang of this ship. It is an escort in the end, so one should treat it as such. But I made a few twists.

    In front 3 DHC and a torpedo launcher. Chroniton is nice for the fact that it slows the target.
    Aft I have two turrets and a mine launcher. I will explain.

    In PvE everything will come at you and most foes are not fast and evasive. So I go into siege mode, get within range, start shooting and when the enemy start to move in I reverse thrust. At some point, quite early, I launch those mines, so my target will fly into it.

    My captain is an engineer, so I can take some pounding, which is fine, in siege mode you move slow and have a low defense modifier, but I guess a tac will make things quicker kaputt. I think any captain can do well in the ship, but the tac will shine the most. Afterall the ship is a destroyer.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited January 2013
    Disruptors along with anti proton provide the best dps

    Disruptor consoles also provide a boost to the javelin

    Kdf were born to use disruptors weren't they??!!??

    I run in siege mode whenever the situation allows me which in pve is all the time in pvp it is a bit more situational(cruisers,carriers, inexperienced escort flyers)

    In siege mode you get a damage boost and a shield boost

    The javelin again situational but it will crit for 150k which will down most escorts if it lands that is sometimes the boost from siege mode is better to have

    In stfs I normally use it when say a cube is at 50-60% as it disables all your abilitys for 2seconds but again sometimes the drain from weapons and extras you get in siege mode is better to have
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • encadiencadi Member Posts: 55 Arc User
    edited January 2013
    Then i guess somethign like polarized Disruption weapons would be even betetr until youc ang et the special high level weapons?
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited January 2013
    encadi wrote: »
    Then i guess somethign like polarized Disruption weapons would be even betetr until youc ang et the special high level weapons?

    I suppose they would but I'm personally not a fan

    I prefer the extra modifier over the extra proc especially in pvp

    Remember the modifier hits every time the extra proc is only 2.5%
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • encadiencadi Member Posts: 55 Arc User
    edited January 2013
    Dont polarized Disruptors get modified by disruption consoles anyway? or i am missinformed? Sorry for all the quesitons and thanks again!
  • twamtwam Member Posts: 0 Arc User
    edited January 2013
    They do get improved by the disruptor consoles.

    But normal purple weapons, for instance disruptors, get 3 modifiers behind their name. A combination of [acc], [dmg], [crith] or [critd], with some being more desirable than others. Polarised disruptors, however, and all the other special types such as the new phased polarons, only get 2 of those, because they have the other weapon type's bonus added in.

    So, a mk xii very rare disruptor weapon might have [acc]x2 [critd], while a mk xii very rare polarised disruptor will only have the [acc]x2, but with the chance for polaron's power drain merged into it.

    Both are improved by the disruptor console, but the power drain only occurs in 2,5% of the shots, while the third modifier always applies.

    It's a choice. I prefer the extra [acc] or [crith] on my pvp tactical, but went for the potential power drain on my science captain.
  • encadiencadi Member Posts: 55 Arc User
    edited January 2013
    Thank you all for the very thorought answers, i gues sill dust off my klingon character and get him the garumba, always liked the look of the ship and I amr eally mroe into pve than pve
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited January 2013
    You will not regret it when you've downed the whole gate transformers and all on one side and the 4uss's on the other side haven't even destroyed one cube you'll just look at your screen and declare allegiance to the empire that's what I did never looked back
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • encadiencadi Member Posts: 55 Arc User
    edited January 2013
    Console wis what would you go?

    Tact: 3x Disruptor dmg 1x Quantum torp dmg
    Eng: 2x neutronium 1x turn rate console?
    Science: Javelin and ???

    Sorry again for all the questions!
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited January 2013
    encadi wrote: »
    Console wis what would you go?

    Tact: 3x Disruptor dmg 1x Quantum torp dmg
    Eng: 2x neutronium 1x turn rate console?
    Science: Javelin and ???

    Sorry again for all the questions!

    As far as I know, the "Javelin" is not a console, but rather an innate ability so it doesn't take up a console spot. Kinda fits when you look at it, with more and more ships with 10 consoles it's cool that you wouldn't use a console spot for that.
    HQroeLu.jpg
  • encadiencadi Member Posts: 55 Arc User
    edited January 2013
    Hmm so what console set up would u go for?

    Also engines gof or hyoer oulse and keep engine pwoer low or hmm so many varaibles =p
  • twamtwam Member Posts: 0 Arc User
    edited January 2013
    If you've put some skill points into impulse thrusters, I suspect the turn rate console would be unnecessary, really. I'd go for 3 neutroniums.

    Science, either the field generator (but that one's expensive), or emitter arrays, I think.

    Personally, I tend to go for full on energy console, as the torps hit hard anyway, but only on hulls. The energy weapons always hit, and when they blast a shield section, the torp can hit home properly. That's why I suspect you'll get more benefit from 4 disruptor coils (even more so with the javelin getting an additional bonus).

    Engines, yeah. I'm inclined to say "go for the efficient engines you get as a reward in one of the first missions". They are nice and free. The most noticeable upgrades would be the pricy ones from the rep system. I'd say they're the least important part of your ship though, surprisingly. Shields are a matter of personal taste too, really. I use covariant and resilient shields, equally.

    Deflectors do come in a lot of flavors. For this kind of ships, I'd suggest a positron array.

    Here's a table of the possible bonusses (boni?) to deflectors:

    [CMS] +X Starship Countermeasure Systems
    [EM] +X Starship Shield Emitters
    [FlwC] +X Starship Flow Capacitors
    [Gra] +X Starship Graviton Generators
    [InC] +X Starship Inertial Dampeners
    [Ins] +X Starship Power Insulators
    [PrtG] +X Starship Particle Generator
    [Sen] +X Starship Sensors
    [ShdS] +X Starship Shield Systems
    [SIF] +X Structural Integrity
    [SubD] +X Starship Subspace Decompiler
    [Stl] +X Starship Stealth

    All refer to skills in your skill sheet. For escort/destroyer gameplay, I'd say [shds], [sif] and [em] are most relevant. I got me a positron array with bonus modifiers to shield systems [shds] and structural integrity [sif], the other day, for a similar ship. There's tons on the exchange with many different set-ups, and they are relatively cheap.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited January 2013
    Lose the rcs

    The javelin is an innate ability

    If your going for a budget build to start with go with positron mkII PURPLE they are around 50k bargain really and shields go with covariant mkII with a 20% resistance against plasma

    Stock neutronium in your eng slots

    Add me ingame and ill help you out with some startup gear if you need it

    - mustafatennick
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • mrspidey2mrspidey2 Member Posts: 959 Arc User
    edited January 2013
    encadi wrote: »
    Do you fire the lance as soon as its up or line it with CDs?
    I've actually made it a habit not to launch alpha strikes while flying this ship. Instead, I save all my damage buffs for when the Javelin is ready to fire.
    2bnb7apx.jpg
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited January 2013
    I don't really use my Javelin unless the target ship is at really low health. It's more of a finisher move, similar to the Galaxy-X's Spinal Lance... except more accurate.

    Anyone found how to make this ship effective in damage for PVP? My setup is competent, but is 50/50 in PVP matches.
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
    Missing the good ol' days of PvP: Legacy of Romulus to Season 9
    My List of Useful Links, Recently Updated November 25 2017!
  • uchinatoruchinator Member Posts: 20 Arc User
    edited January 2013
    In PvE Guramba is most efficient.

    Now I use:
    1xQuad disruptor; 1x Fleet disruptor DHC 3xdmg 1xacc; 1xRomulan Hyper-Plasma Torpedo, 1xOmega Plasma Torpedo (for now torp ar for fun, I feel missing one cannon in front)
    3xFleet turets 3xdmg 1xacc (have similar set of cannons and turrets of Polarized Disruptors [acc dmg] - realy dont know which is better)

    3 tac consol for disruptors 1 for plasma torpedo
    Other consoles are: Assimilated Module, Zero Point Energy Conduit, Plasmonic Leech, Aceton Assimilator

    Full set of Klingon Honor Guard XII (25% to torp dmg)

    My toon have Flow Capacitors on full and this ship drain lot of energy in Sige Mode, with fried 2xGuramba can make tac cube to stop fire, and then kill it ;)

    Javelin is great. Best if target dont have shields...or U make it have no shield, one shot (with some tac skils on) and tac cube lost it and all those torpedo coming with full dmg. My best critical hit was for 226.000 dmg (not mistake two hundred thousand damage), but normal hits are 25.000 to 80.000.

    One Guramba is good, two Guramba are deadly.... four Gurambas in one elite STF end it in 5 minuets ;)
  • kuronyra76kuronyra76 Member Posts: 22 Arc User
    edited February 2013
    I've bought this vessel yesterday for my tacti.
    I'm quite impressed by the firepower of the Javelin AKA Deathstar gun.
    But Is there a way to make this gun more accurate?

    Also, I don't understand how the javelin activate.
    Do you must attack the target for be able to use the javelin?
  • ebeneezergoodeebeneezergoode Member Posts: 227 Arc User
    edited February 2013
    I always set mine up thusly:

    4xDisruptor DHCs of your choice, [acc] is good to have of course, but the polarized ones are tasty too. 3 turrets at the back.

    TT1, CSV1, APO1, CRF3
    TT1, APD1, APO1
    EPTS1, RSP1 or Aux2SIF1,
    EPTS1,
    TSS1, HE2.

    If they do a fleet version with 5 tactical consoles it'll definitely be dusted off for some more pewpew.
    [SIGPIC][/SIGPIC]
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited February 2013
    I got my hands on one yesterday... Oh my where has she been all my life!

    Easily one of the best ships for PvE. Only 9 consoles, but a built in ability that more then makes up for it. If she had 10 console slots and a seige mode console I would slot the console, so its works out to be the same for me. (Yes, no extra shield and hull... but she is worth it)

    Seige mode impressed me a lot. I was expecting a longer cooldown, but you can switch into seige mode 20 seconds after leaving it, and the Javelin's cooldown is only 1 minute. That's what makes it shine. Gal-X is 3 minutes, Bortasqu' is 3 minutes, Iso charge is 3 minutes... but the Gumby's "lance" is only 1 minute... Ooooohh yeah!

    She has the boff layout of a Patrol Escort, widely regarded as one of the best boff lineups for an escort.

    Oh, did I mention she was an escort? That means DHC and a turn of 15... Full escort power, and a seige weapon with a 1 minute cooldown to boot...

    I may never fly another ship, at least on my KDF tac.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • twamtwam Member Posts: 0 Arc User
    edited February 2013
    Now these cooldowns were something I've been wondering about, lately.

    I've been comparing it to the mirror Qin, and if the Javelin had been on a 3 minute cooldown that'd have been a questionable investment, most of the other stats being equal. This does justify the aquisition, I'd say.

    That's decided, then. Next sale, I'm getting one.
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited February 2013
    Yes, I got it to replace my Mirror Qin. I've wanted one for a while and tax season is here hehe.

    Very similar ships, but the Qin gets a cloak, and the Gumby gets the Javelin. I can see the Qin being better suited for PvP, with the cloak for alpha strikes and such. Seige mode does hurt your turn (Wiki said 50%, but the tooltip says 35%, by my math the tooltip is correct) and I can see that being a hinderance in PvP, but I don't PvP much if at all, so the Gumby wins for me.

    On Alpha Strikes and the Gumby - There is a major difference in how I use the lance and how I use them on the other ships. Most other ships benefit from a big alpha strike out of cloak with as many % damage boosts running as you can possibly stack. The Gumby feels different to play. I save my tac skills for an "Omega strike" of sorts. I use my boff cooldowns and such liberaly thru the fight, but stockpile the big damage tac captain skills for when I know I'm going to fire the lance... almost like alpha striking in reverse. I'm still in my first 24 hours with her so I'm sure things will all change but so far its a bit of a different feel.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
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