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Any Viable Recluse "Shutdown" Builds?

csgtmyorkcsgtmyork Member Posts: 0 Arc User
edited March 2013 in Federation Discussion
So in my endless quest to improve my Recluse Build, I have begun to wonder if there are any good "shutdown" or "vampire" builds for the Recluse. And by "shutdown" builds, I mean taking the enemy subsystems (I usually PVE, btw) and saying "You don't need those subsystems anymore," or "you don't need all that power, gimme some!"
Basically, I want to completely shut the enemy ship down while my fighters wreak havoc on it. That's the end goal of the build I'm looking for.

If you have a good build/suggestions, post them here. If you don't have any good suggestions for the build I'm looking for but you have some good suggestions for other Recluse builds, you can still post your ideas here.



EDIT: Of course, at 1:00 in the morning, I post this thread in the wrong section. -_- If a moderator could move this to the Fed Shipyards, that would be appreciated. ./facepalm
"Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
Elim Garak
Post edited by csgtmyork on

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    mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited February 2013
    I think you're limiting the effectiveness of the build by sticking to Fed, sorry.

    If I've read the forums correctly, the best power draining build involves a KDF carrier with Polaron beams. Why KDF? Only they get Plasmonic Leech and Power Siphon Drones, the latter of which at least is required for super-drain builds, as far as I know.

    That said, Polaron and Energy Siphon. Possibly Phased Polaron, so you get two power-killer procs.
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    csgtmyorkcsgtmyork Member Posts: 0 Arc User
    edited February 2013
    Yeah. My main char is fed though, so that complicates things. I've heard Plasmonic Leech and those Drones are super effective. Too bad I can't get either (although the Plasmonic Leech console will probably, one day be in a lock box.)
    "Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
    Elim Garak
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    cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    Thermionic heavytorp, polaron turrets, tyken rift 3 and 2, subsytem shld and engine atks.

    Danube shuttles.


    Shutdown.
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    ES for added cruelty, breen set for added ES, and add on chronitons for even more shutdown.
    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. B)
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    cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    unless it was changed recently, siphon triggers global timer on tyken and viceversa.
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    thepantspartythepantsparty Member Posts: 431 Arc User
    edited February 2013
    unless it was changed recently, siphon triggers global timer on tyken and viceversa.

    It was patch a few months back. GW and Tyken's share a cooldown, but ES is off the shared CD with both of them.
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    csgtmyorkcsgtmyork Member Posts: 0 Arc User
    edited February 2013
    Thermionic heavytorp, polaron turrets, tyken rift 3 and 2, subsytem shld and engine atks.

    Danube shuttles.


    Shutdown.

    I'll work on getting the advanced version, since the 'normal' versions are meh.
    ES for added cruelty, breen set for added ES, and add on chronitons for even more shutdown.

    Advanced Danubes have chronitons. And lets not forget their tractor beams. > : )


    Thanks for the ideas guys.
    "Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
    Elim Garak
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    cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    Well for a full shutdown build...

    Thermionic hvy torp, polaron beams, subsytem atks, drain drones, tykens, siphon and viral matrix.

    Thees also the doffs that drain power when using repulsor beam...

    The real question is why bother draining? Boss npcs do not suffer from drain debuff effect and they dont shut down for more than a second. Any other npc dies to brute dps in seconds. Vs players its good if you have the dps to thump them when shut down before they use a one ability cleanses all debuffs and fly off.
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    csgtmyorkcsgtmyork Member Posts: 0 Arc User
    edited February 2013
    Well for a full shutdown build...

    Thermionic hvy torp, polaron beams, subsytem atks, drain drones, tykens, siphon and viral matrix.

    Thees also the doffs that drain power when using repulsor beam...

    The real question is why bother draining? Boss npcs do not suffer from drain debuff effect and they dont shut down for more than a second. Any other npc dies to brute dps in seconds. Vs players its good if you have the dps to thump them when shut down before they use a one ability cleanses all debuffs and fly off.



    Yeah. The bosses are highly annoying. However, I was playing the Starbase Blockade, and once I figured out how to work my build it was amazing. I would fire viral matrix 3 into the most powerful ship, energy siphon the next, and then cast a tykens rift into the rest of them. So basically I had one ship almost completely disabled, one ship weakened, and the rest of the group tykened. I could then take the energy I siphoned and I could turn it into heals for myself and the transport.

    The problem with the bosses, however is that they are basically flying, shooting, rocks. They have no subsystems that can be damaged, they have limitless energy, and they only respond to raw DPS. I mean, you want the secret to defeating just about any space boss in the game? Sit on one shield facing with an escort and unleash hell. There is no tactics to it. So when it comes to boss battles, just about every sci power is completely useless. Not that my build is useless in boss fights. That extra energy is always nice to have for the heals/buffs you need to survive the next crit hit.
    "Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
    Elim Garak
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    lethal61lethal61 Member Posts: 15 Arc User
    edited February 2013
    If your runnin a good build why do you need to worry about shutting down a npc in the first place DPS my friend is the ultimate shutdown. :cool:
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    csgtmyorkcsgtmyork Member Posts: 0 Arc User
    edited February 2013
    lethal61 wrote: »
    If your runnin a good build why do you need to worry about shutting down a npc in the first place DPS my friend is the ultimate shutdown. :cool:

    Yes..... But you're missing the point of a carrier. The carrier itself is NOT a DPS generator. The fighters are, however. And besides, carriers are SUPPORT ships. They HELP by severely weakening and distracting enemies. What I do, especially with the build Im about to post, is I go and I aggro the biggest enemy on the map while my fleet mates mop up all the little guys. The thing is, the biggest enemy on the map usually can't do that much to me while his weapon power is almost gone.

    The thing is knowing how to play your ship, and knowing what role each ship plays. My Chel Grett? DPS dealer. My Recluse? Support.

    Anyways. Here's a link to my build. The skill boxes are what I'm going to do after I get my retrain token.

    Reclusive Vampire

    With two copies of ES, I can easily cycle between ES1 and ES2. Same with the Tykens. Viral Matrix is the only thing I can't/wouldn't cycle, since the only VM that is really worth it is VM3. So. There we go! :)


    EDIT: And just for the record, after I start my little routine (VM3, Tyken, ES) on one enemy, it usually ends up dying faster. Even if its shields don't go down.... they can't regenerate. Even if his weapons are still firing.... they're not doing any damage. And even if his engines are still running... he's not going anywhere fast. :)
    "Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
    Elim Garak
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    intrepid74656intrepid74656 Member Posts: 0 Arc User
    edited March 2013
    csgtmyork wrote: »
    Yes..... But you're missing the point of a carrier. The carrier itself is NOT a DPS generator. The fighters are, however. And besides, carriers are SUPPORT ships. They HELP by severely weakening and distracting enemies. What I do, especially with the build Im about to post, is I go and I aggro the biggest enemy on the map while my fleet mates mop up all the little guys. The thing is, the biggest enemy on the map usually can't do that much to me while his weapon power is almost gone.

    The thing is knowing how to play your ship, and knowing what role each ship plays. My Chel Grett? DPS dealer. My Recluse? Support.

    Anyways. Here's a link to my build. The skill boxes are what I'm going to do after I get my retrain token.

    Reclusive Vampire

    With two copies of ES, I can easily cycle between ES1 and ES2. Same with the Tykens. Viral Matrix is the only thing I can't/wouldn't cycle, since the only VM that is really worth it is VM3. So. There we go! :)


    EDIT: And just for the record, after I start my little routine (VM3, Tyken, ES) on one enemy, it usually ends up dying faster. Even if its shields don't go down.... they can't regenerate. Even if his weapons are still firing.... they're not doing any damage. And even if his engines are still running... he's not going anywhere fast. :)

    Could you update your build on STO-Academy? The site has changed some things and your build is not showing up properly.

    And from what I read it sounds like a viable "vampire" build, would you recommend to use something similar when flying an Intrepid (LRSV-R)?
    [SIGPIC][/SIGPIC]
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    akpaakpa Member Posts: 250 Arc User
    edited March 2013
    i allways wanted to try something like that.
    i think the astrox whould work pretty well too.
    for this build could work an engineer officer too i think. Aceton Beam is pretty awesome.
    don't forget to select the ability from reputation that make your target unable to atack you for 2 sec.
    my post's number is higher than smirk's dps
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    csgtmyorkcsgtmyork Member Posts: 0 Arc User
    edited March 2013
    akpa wrote: »
    i allways wanted to try something like that.
    i think the astrox whould work pretty well too.
    for this build could work an engineer officer too i think. Aceton Beam is pretty awesome.
    don't forget to select the ability from reputation that make your target unable to atack you for 2 sec.

    Aceton beam is pretty cool, but the problem is that you reduce your power draining abilities by a TON if you put an engi in the universal commander station.

    Could you update your build on STO-Academy? The site has changed some things and your build is not showing up properly.

    And from what I read it sounds like a viable "vampire" build, would you recommend to use something similar when flying an Intrepid (LRSV-R)?



    See if these work. The actual gear on the ship is what I want eventually, but the BOFF powers are what I have currently (although, I will admit, I did get very mixed up with my armors.) As for making this an intrepid build?? I haven't flown a LRSV-R, but I think this build would work better with a carrier. Why? Because my job as the mother ship is to weaken my enemies. Sure, I do some damage, but my fighters are the ones who do most of the work. I honestly don't know how well this build would work with a LRSV-R. You can try it, but I make no guarantees of success.

    Reclusive Vamp

    Reclusive Pyro Vamp

    They Pyro vamp is an experiment I want to try one day.... if I can put more than one experimental rommie plasma beam array on my ship (and last I checked, I thought you could.)
    "Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
    Elim Garak
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