I've been running with my Chimera on my engineer for a while now and I've settled it on into a build that seems to work reasonably well for me. I was hoping to run it by you more experienced players and see if there was any tweaks or improvements I could make. I realize there's another Chimera thread going right now, but as his build is quite different from my own, I didn't want to detract from his discussion. In fact, I haven't seen anyone with a build like mine. (That might be a bad thing.)
Hey, it's the guy from the other thread. Decided to give this thread some love for a fellow Chimera flyer.
I guess the main thing I see here is that you're using Beam Arrays with Dual Heavy Cannons. The firing arcs of the rear weapons don't match up with the DHCs in the fore. It creates this awkward situation where when you're firing the DHCs, you can't with the Beam Arrays. When you're firing the Beam Arrays, your DHCs can't. People usually recommend going with DHC with turrets or all beam arrays depending on what you are aiming for.
Your mix of BAs and DHCs also reduce the effectiveness of skills like CRF where not every weapon you have will benefit from the power.
So I've been testing out different weapons configurations and I've decided to go with an all beam loadout. I tried going with a DHC/Turret loadout and ran into the problem that while I could pump damage out when pointed at the target, I spend a lot more time swinging around than a typical escort. Plus I found that beams allowed me to handle chaotic situations much better which fits well with the rest of my build. (While testing the beam build, I ran an instance of SB24 and walked away with first place. The trophy now adorns my mess hall.) At the moment I'm running with the following:
Fore: 2xBA, 1xDBB, 1xQT
Aft: 2xBA, 1xQT
I also respeced my Tac accordingly:
CmdrTac: BFW1, THY2, BO3, APO3
I've also dropped Engineering Team and the universal ensign slot is holding my Tac Team at the moment. But I'm not sure I'll keep this arrangement. I would like to boost my survivability. She can hold her own in ESTFs if the cooldowns align, but occationally they don't. I might reconfigure for a second EPtS, and replace the damage control engineers. Still thinking about it.
If you want a bit more added survivability, try cycling two EPtS1. While the shield heal is great, you are really using it for the additional shield resistances. The shield buff will last 30 seconds, but when it ends, you'll be able to use the next EPtS anyway.
With your setup though, you'd probably need to move TT back to your Commander Tactical and use the Ensign universal for Engineering.
One of the great things about the Chimera is the universal slots allow it to be an Escort that can orient itself in any direction. It can act like a Defiant, a Prometheus, or an Armitage at will, by switching around that Lt. Cdr and Ensign slot. As a Tactical, I set mine up with a pretty typical DPS setup:
I have some things I can flip around base on whether I want the AoE attacks (CSV and/or TS), and what Sci powers I want. It's a fun ship to play around with, and the Klingon version is even better with its Battle Cloak. You may also want to try the build I use for the Klingon:
This works best with disruptors since the disruptor debuff proc stacks with APB and FOMM. Running it on the Fed Chimera means you either have to give up the boosts your Lotus would get from phaser consoles, or run it with phasers and lose the disruptor debuff.
So I've been testing out different weapons configurations and I've decided to go with an all beam loadout. I tried going with a DHC/Turret loadout and ran into the problem that while I could pump damage out when pointed at the target, I spend a lot more time swinging around than a typical escort. Plus I found that beams allowed me to handle chaotic situations much better which fits well with the rest of my build. (While testing the beam build, I ran an instance of SB24 and walked away with first place. The trophy now adorns my mess hall.) At the moment I'm running with the following:
Fore: 2xBA, 1xDBB, 1xQT
Aft: 2xBA, 1xQT
I also respeced my Tac accordingly:
CmdrTac: BFW1, THY2, BO3, APO3
I've also dropped Engineering Team and the universal ensign slot is holding my Tac Team at the moment. But I'm not sure I'll keep this arrangement. I would like to boost my survivability. She can hold her own in ESTFs if the cooldowns align, but occationally they don't. I might reconfigure for a second EPtS, and replace the damage control engineers. Still thinking about it.
Any more advice is greatly appreciated.
1. In a cannon 'scort you're not supposed to be swinging around in the first place (at least not in PVE). Swinging is for cruisers and horny adults. Best tactic is to park your butt 3-5k from the target and spam spam spam your cannon skills. Only move when your DPS draws aggro, or move slowly so the Cubes and Gates don't hit you with the insta-kill torp.
2. The Chimmy's versatile enough for you to do what you like, but it's called a "Heavy Destroyer" for a reason. And if you're REALLY addicted to flying in circles, stick a Tachyokinetic console or even an RCS console on that thing, and you'll turn like a charm.
I've been messing around with my Chimera for a few days now. I worked my way up to level 50 then took almost a year off. Now I'm back and I kind of missed out on all the Borg tech that was apparently easier to get than it is now.
So, I'm working on configuring my Chimera for Borg fights. Resistance against Plasma and kinetic energy, etc....
From what I've picked up on the forums is that stacking armor is much less effective than stacking tac consoles. For what it's worth, my build is used mostly for ESTFs.
Now I'm back and I kind of missed out on all the Borg tech that was apparently easier to get than it is now.
It was easier to get in the sense that it's easier to win 10k from a slot machine than it is to get 10k from work. Well, other than the Assimilated Module, which was a mission reward.
So should I move the DTS to engineer and go with 2 alloys and add an extra relay or a Quantom Torpedo console? Should I run Monotanium instead?
Never dedicate more than 2 Eng slots to armor. If just 1, then Neutronium. If 2, then Neutronium + Electro-Ceramic if you're getting melted through your shields from Borg Plasma DoTs, Neutronium + Monotanium if you're getting blasted through your shields from torp spreads, or 2 Neutronium for general protection.
Get an extra relay. You're not a torpedo boat, 5/7 of your weapons will benefit from the Phaser Relay and they're used at all times against both shields and hull, while torps are only good against hull.
I don't support your weapon layout though.
If you're going beams, get 6 beam arrays and a Wide Angle Quantum Torpedo Launcher so you can have all your weapons firing at your target from your broadsides as you circle your victim. If you're pointing forward, get 3 DHCs and 3 Turrets with a Quantum Torp Launcher so you can fire all your weapons at your victim while you park 3 km away.
There's no real appropriate use for DBBs here that won't be wasting something somewhere. You're either using your DBBs and not your rear arrays, or you're using all your arrays and not your DBB. If you're pointing forward for your DBBs, you're missing out on using DHCs instead.
From what I've picked up on the forums is that stacking armor is much less effective than stacking tac consoles. For what it's worth, my build is used mostly for ESTFs.
That's because there's no diminishing returns from Tac Consoles, while you get diminishing returns from each additional unit of Damage Resistance Magnitude.
Two consoles that give +20% damage will result in +40% damage.
Two consoles that give +20 DRM will result in +40 DRM, but 40 DRM does not give double the Damage Resistance of 20 DRM.
Quick note: Common misconception is that the Borg kill you with energy weapons. Those are the least of your worries. Their major damage dealers are their torps. So even though triple neutronium looks good on paper, you're actually far better off running only two neutroniums and a monotanium. That will take the edge off their initial hit, and you can clear the plasma burn with a HE. In fact, something else to do: if you see a torp incoming, even a regular torp, hit BFI and HE. That way you'll nullify most of the damage and sotp the burn from happening in the first place.
Also avoid HY torps at all costs (kind of a no DUH, but you'd be surprised how often I see people getting hit by those, myself included :P). If you can't kill it before it reaches you, you have two choices. 1) Hit EM and get the hell out of dodge, or 2) Charge straight at the cube/tac cube/whatever shot it at you and take the hit and let the splash do the talking for you.
Also another note to both Chimera pilots: if you're doing PvE, there is no reason why you shouldn't be using DHCs and turrets. They're the most efficient way of dealing damage, and most NPCs don't move fast enough/in the right way to get out of your firing arc. As for PvP? We have another sub-forum for that lol.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
That's because there's no diminishing returns from Tac Consoles, while you get diminishing returns from each additional unit of Damage Resistance Magnitude.
Two consoles that give +20% damage will result in +40% damage.
Two consoles that give +20 DRM will result in +40 DRM, but 40 DRM does not give double the Damage Resistance of 20 DRM.
Remember that I am building this strictly for fighting Borg. I tend to get killed by the Tractor Beam then Torpedo/Cutting beam TRIBBLE which is all Kinetic from what I understand.
Another question, If I switch to a DHC setup should I still stack the relays or switch to prefire chambers?
The only reason I did beams was so that I could utilize the relay boost with both the beams and the lotus.
...
NEVER... under ANY... circumstances... use prefire chambers... if you can avoid it.
As long as all your DHCs and turrets are of the same energy type, just use that energy boosting console. ONLY. As far as you're concerned, prefire chambers DO NOT EXIST.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
...
NEVER... under ANY... circumstances... use prefire chambers... if you can avoid it.
As long as all your DHCs and turrets are of the same energy type, just use that energy boosting console. ONLY. As far as you're concerned, prefire chambers DO NOT EXIST.
Haha cool, ok....last question.....mayyyyybeeee
So right now I have
Fore:
1 x QT Mk XI [CrtD]x2 [Dmg]
2 x Phaser DHC Mk XI [CrtD] [Dmg]x2
1 x Phaser Quad HC [Dmg]x4
Aft:
1 x QT Mk XI [CrtD]x2 [Dmg]
2 x Phaser Turret Mk XI [Acc] [Crtd] [Dmg]
Should I dump the aft torpedo and get another turret?
This will give you a heavily offensively oriented Chimera. You'll sacrifice survivability, but gain damage. For a tankier Chimera though:
Cmdr Tactical: TT1, CRF1, CSV2, APO3
LtCmdr Universal: ET1, Aux2SIF1, EPtS3 (if you can get your hands on it, if not, RSP2)
Lt Engineering: EPtS1, Aux2SIF1
Lt Science: HE1, TSS2
Ensign Universal: TT1
This will increase your survivability at the cost of damage. However you gain another hull heal and a very powerful shield heal/recharge. For a utility Chimera though:
Remember that I am building this strictly for fighting Borg. I tend to get killed by the Tractor Beam then Torpedo/Cutting beam TRIBBLE which is all Kinetic from what I understand.
Tractor Beam, Torps, and the Cutting Beam all deal Kinetic damage, yes. Your shields have 75% Kinetic Damage resistance, so other than the 10% Bleedthrough (or 5% with Resilient Shields) you shouldn't have a problem if you can keep your shields up.
Given that he has 3 DHCs, 3 Turrets, and a fore torpedo launcher, with this layout I would prefer having two CSV and two APBs with a TS.
Two CSVs with two APBs allow you to debuff entire groups constantly, which you can then take advantage of with a torp spread. You lose out slightly on single target DPS, but you'll do much better against groups - plus CSV will take out High Yield Plasma torps from the Borg. You also contribute more than just your DPS, since you'll be increasing the damage everyone else deals as well.
I'd also stick EPtS1 on the Ensign Universal for 100% EPtS1 up time. You already have a hull heal from HE1 and Aux2SIF1, so having stronger shields is a good idea, especially since it's your primary defense against Kinetic damage.
When I flew a Chimera I actually went with a LtCdr Engineer, which allowed for two copies of EPtW1 and EPtS2 along with Aux2SIF2. However I was running all cannons with no torps, so the EPtW1 helped. Only did around 5k damage, but I ended up being the tank a lot of the time, even with 0 ranks in Threat Control.
Comments
Swap the sci team for HE1 or TSS1
Swap the eng for EPtS1
≡/\≡
I guess the main thing I see here is that you're using Beam Arrays with Dual Heavy Cannons. The firing arcs of the rear weapons don't match up with the DHCs in the fore. It creates this awkward situation where when you're firing the DHCs, you can't with the Beam Arrays. When you're firing the Beam Arrays, your DHCs can't. People usually recommend going with DHC with turrets or all beam arrays depending on what you are aiming for.
Your mix of BAs and DHCs also reduce the effectiveness of skills like CRF where not every weapon you have will benefit from the power.
Fore: 2xBA, 1xDBB, 1xQT
Aft: 2xBA, 1xQT
I also respeced my Tac accordingly:
CmdrTac: BFW1, THY2, BO3, APO3
I've also dropped Engineering Team and the universal ensign slot is holding my Tac Team at the moment. But I'm not sure I'll keep this arrangement. I would like to boost my survivability. She can hold her own in ESTFs if the cooldowns align, but occationally they don't. I might reconfigure for a second EPtS, and replace the damage control engineers. Still thinking about it.
Any more advice is greatly appreciated.
If you want a bit more added survivability, try cycling two EPtS1. While the shield heal is great, you are really using it for the additional shield resistances. The shield buff will last 30 seconds, but when it ends, you'll be able to use the next EPtS anyway.
With your setup though, you'd probably need to move TT back to your Commander Tactical and use the Ensign universal for Engineering.
Cdr. Tac: TT1, CRF1, CRF2, APO2
Lt. Cdr Uni: TT1, THY2 / CSV1, THY3
Lt. Eng: EPtS1, EPtS2
Lt. Sci: PH1 / TSS1, HE2
Ens. Uni: TSS1 / TS1
I have some things I can flip around base on whether I want the AoE attacks (CSV and/or TS), and what Sci powers I want. It's a fun ship to play around with, and the Klingon version is even better with its Battle Cloak. You may also want to try the build I use for the Klingon:
Cdr. Tac: TT1, THY2, CRF2, CRF3
Lt. Cdr Uni: TT1, APB1, APB2
Lt. Eng: EPtS1, EPtS2
Lt. Sci: PH1, TSS2
Ens. Uni: HE1
This works best with disruptors since the disruptor debuff proc stacks with APB and FOMM. Running it on the Fed Chimera means you either have to give up the boosts your Lotus would get from phaser consoles, or run it with phasers and lose the disruptor debuff.
1. In a cannon 'scort you're not supposed to be swinging around in the first place (at least not in PVE). Swinging is for cruisers and horny adults. Best tactic is to park your butt 3-5k from the target and spam spam spam your cannon skills. Only move when your DPS draws aggro, or move slowly so the Cubes and Gates don't hit you with the insta-kill torp.
2. The Chimmy's versatile enough for you to do what you like, but it's called a "Heavy Destroyer" for a reason. And if you're REALLY addicted to flying in circles, stick a Tachyokinetic console or even an RCS console on that thing, and you'll turn like a charm.
So, I'm working on configuring my Chimera for Borg fights. Resistance against Plasma and kinetic energy, etc....
Any advice?
Forgot to mention I'ma Tac officer.
Engineer: Neutronium Alloy x3 (XI) - All Rare
Science: Field Generator x2 (XI) - All Rare
Tactical: Phaser Relay x3 (XI), Dynamic Tac System (XI) - All Rare
Shields: Resilient [Cap] [Dis] [Pla] (XII) - Very Rare
So should I move the DTS to engineer and go with 2 alloys and add an extra relay or a Quantom Torpedo console? Should I run Monotanium instead?
I'm running
Fore: QT, Dual Phaser Beams x 2, Phaser Beam
Aft: QT, Phaser Beam x2
Never dedicate more than 2 Eng slots to armor. If just 1, then Neutronium. If 2, then Neutronium + Electro-Ceramic if you're getting melted through your shields from Borg Plasma DoTs, Neutronium + Monotanium if you're getting blasted through your shields from torp spreads, or 2 Neutronium for general protection.
Get an extra relay. You're not a torpedo boat, 5/7 of your weapons will benefit from the Phaser Relay and they're used at all times against both shields and hull, while torps are only good against hull.
I don't support your weapon layout though.
If you're going beams, get 6 beam arrays and a Wide Angle Quantum Torpedo Launcher so you can have all your weapons firing at your target from your broadsides as you circle your victim. If you're pointing forward, get 3 DHCs and 3 Turrets with a Quantum Torp Launcher so you can fire all your weapons at your victim while you park 3 km away.
There's no real appropriate use for DBBs here that won't be wasting something somewhere. You're either using your DBBs and not your rear arrays, or you're using all your arrays and not your DBB. If you're pointing forward for your DBBs, you're missing out on using DHCs instead.
Two consoles that give +20% damage will result in +40% damage.
Two consoles that give +20 DRM will result in +40 DRM, but 40 DRM does not give double the Damage Resistance of 20 DRM.
Also avoid HY torps at all costs (kind of a no DUH, but you'd be surprised how often I see people getting hit by those, myself included :P). If you can't kill it before it reaches you, you have two choices. 1) Hit EM and get the hell out of dodge, or 2) Charge straight at the cube/tac cube/whatever shot it at you and take the hit and let the splash do the talking for you.
Also another note to both Chimera pilots: if you're doing PvE, there is no reason why you shouldn't be using DHCs and turrets. They're the most efficient way of dealing damage, and most NPCs don't move fast enough/in the right way to get out of your firing arc. As for PvP? We have another sub-forum for that lol.
Another question, If I switch to a DHC setup should I still stack the relays or switch to prefire chambers?
The only reason I did beams was so that I could utilize the relay boost with both the beams and the lotus.
Remember that I am building this strictly for fighting Borg. I tend to get killed by the Tractor Beam then Torpedo/Cutting beam TRIBBLE which is all Kinetic from what I understand.
...
NEVER... under ANY... circumstances... use prefire chambers... if you can avoid it.
As long as all your DHCs and turrets are of the same energy type, just use that energy boosting console. ONLY. As far as you're concerned, prefire chambers DO NOT EXIST.
Haha cool, ok....last question.....mayyyyybeeee
So right now I have
Fore:
1 x QT Mk XI [CrtD]x2 [Dmg]
2 x Phaser DHC Mk XI [CrtD] [Dmg]x2
1 x Phaser Quad HC [Dmg]x4
Aft:
1 x QT Mk XI [CrtD]x2 [Dmg]
2 x Phaser Turret Mk XI [Acc] [Crtd] [Dmg]
Should I dump the aft torpedo and get another turret?
I am running 4 x Phaser Relay Mk XI
sooooo, what would you have for a comander tac, and a unverisal ensign and lt cmd to get with the lt engineer and lt sci
Depends. How often is your rear pointed at your target?
Just a word of warning, I do not fly a Chimera. However, if you want a BOff layout I would use for that ship I can give you that.
Cmdr Tactical: TT1, CRF1, APB2, APO3
LtCmdr Universal: TT1, CRF1, APO1
Lt Engineering: EPtS1, Aux2SIF1
Lt Science: HE1, TSS2
Ensign Universal: HE1
This will give you a heavily offensively oriented Chimera. You'll sacrifice survivability, but gain damage. For a tankier Chimera though:
Cmdr Tactical: TT1, CRF1, CSV2, APO3
LtCmdr Universal: ET1, Aux2SIF1, EPtS3 (if you can get your hands on it, if not, RSP2)
Lt Engineering: EPtS1, Aux2SIF1
Lt Science: HE1, TSS2
Ensign Universal: TT1
This will increase your survivability at the cost of damage. However you gain another hull heal and a very powerful shield heal/recharge. For a utility Chimera though:
Cmdr Tactical: TT1, CRF1, APB2, APO3
LtCmdr Universal: HE1, ES1, ES2
Lt Engineering: EPtS1, Aux2SIF1
Lt Science: HE1, TSS2
Ensign Universal: TT1
This build will give you an annoying energy siphon to drain your targets and also increase your power levels. However, again you sacrifice damage.
Personally I would just go with the first BOff layout and tear faces off.
Any need for an RCS? I have one in my bank.
Chimera turns just fine without one. If you have 7 points in impulse thrusters you will be fine. And tbh I would rather have a monotanium than an RCS.
Tractor Beam, Torps, and the Cutting Beam all deal Kinetic damage, yes. Your shields have 75% Kinetic Damage resistance, so other than the 10% Bleedthrough (or 5% with Resilient Shields) you shouldn't have a problem if you can keep your shields up.
Given that he has 3 DHCs, 3 Turrets, and a fore torpedo launcher, with this layout I would prefer having two CSV and two APBs with a TS.
Two CSVs with two APBs allow you to debuff entire groups constantly, which you can then take advantage of with a torp spread. You lose out slightly on single target DPS, but you'll do much better against groups - plus CSV will take out High Yield Plasma torps from the Borg. You also contribute more than just your DPS, since you'll be increasing the damage everyone else deals as well.
I'd also stick EPtS1 on the Ensign Universal for 100% EPtS1 up time. You already have a hull heal from HE1 and Aux2SIF1, so having stronger shields is a good idea, especially since it's your primary defense against Kinetic damage.
When I flew a Chimera I actually went with a LtCdr Engineer, which allowed for two copies of EPtW1 and EPtS2 along with Aux2SIF2. However I was running all cannons with no torps, so the EPtW1 helped. Only did around 5k damage, but I ended up being the tank a lot of the time, even with 0 ranks in Threat Control.