@dontdrunkimshoot:
Althrough i rarely do any PvP, just i want to say thank you for this exceedingly helpful thread!
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
Just some Questions relating your "2 AtB galaxy R" build.
What damage type do you use or recommend?
I am torn between Plasma (romulan maybe later) and (polarized) Disruptor energy type.
Next week i am finally going to be able to get my hands on the romulan Threat-Scaling Science Consoles which give additional Plasma damage. Do Plasma energy tactical consoles boost the additional damage from those consoles?
Or maybe something completely different?
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
IMO D'Kora is begging for an A2B build, in fact I was single mindedly grinding EC to buy one, them the Jem HEC hit and I got that instead, and ran the build I'd intended for the D'Kora with minor modifications.
I don't like it, sorry. The D'Kora can run DHCs, it's criminal to run singles. Exocomp needs to be stacked if possible (fed maintenance engineers fluxuate but can be as cheap as a couple million EC) or paired with a high level quartermaster (arm and a leg for just a blue). EPTSx2 instead of another EPTx with damage control engineers is a weak choice. Get the Lobi console out of the Tac console slot. Get some embassy hull and shield consoles for sure and maybe run another 2 piece, although borg 2 piece is a safe choice.
But back to the beginning for a D'Kora: A2B, all day, every day.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
lol I've done more damage with these weapons than most ships with dhcs equipped.
Yes. The doffs could be changed. Problem is I don't have certain things like damage control engineers and a few others. But eventually I'll modify the doffs and tweek them.
And yes, I know about the science consoles at the embassy, obviously . I'll be adding an emitter from there when our base finishes its upgrade.
And no, it wouldn't be logical to remove the combat module, because I'm not a tactical captain. I don't have things like Attack Pattern Alpha for extra damage.
I DO use alterations during combat, like inserting the tachyon mine instead of the cutting beam. And so on and so forth.
I didn't mean remove it, just put it in an eng or sci console slot. But that's just me. And you did post it for Tac/Sci. And you can do more damage, sure, but you hang out here enough to know that the damage needs to be abrupt.
It's not a terrible build, but I see some holes, IMO. No APO or PH, so no hold breaking. And I think you're missing a Cmdr Eng ability in the list.
You could wreck **** with a Sci in a D'Kora, and here's how I'd do it. Sub-Nuc being the great equalizer, it's the equivalent of having your buddy get on his hands and knees behind somebody, so as a non-Tac it's just up to you to figure out how to shove as hard as you can.
2 purple Techs, 1-3 maint eng, Marion, Battery cd quartermaster
2 piece MACO + 2 purple Tech doffs is enough for cd reduction.
Marion is going to give you 8 seconds when you trigger DEM of freight train DHC. maint eng battery doffs will give you a damage boost to make up for lack of APA, battery qm's will bring the battery back up faster. So you could ditch marion, depend on the battery to overcap, and pick whether you want another 10% or want it to come back up faster.
A great sci alpha would involve a dual battery - weapons and aux, with 3 maint engineers. Dual Batt, Super Scan, SNB, APO, CRF, high weapon power, HYT, if you're really daring slot a TB for a hold too. I don't have a sci at tier 5 rep but you should also be able to buff Sensor Scan further with the Rom T5 clickie. IDK for sure. 3 piece MACO beam at the end too.
Those doffs are pricey, no question, so it's probably pie in the sky for most people, and dual batts are either lobi or a whole lot of EC for 20 sec of a buff.
Also I'd say this is a pug build; I'm not counting on anybody to follow my keybind tell that I'm putting a subnuc downrange, and I'm giving up a lot to bring my own damage. This is a build I've only put on paper since my sci toons have no Rom rep and only conversion box Omega. By the time I get around to them it will probably be out of date.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
the main thing to remember is your weapons have to have AT LEAST 10% accuracy (20% would be better) and CrtD of +20 and at least 4% CrtH (critical chance).
If your weapons have any amount of the latter two, but no accuracy, they are useless. Because what's the point of being able to do critical damage if you can't hit your target?
I hate to be annoying (at least to you guys ), but i wanted to know what energy weapon type dontdrunkimshoot had in mind for his "2 AtB galaxy R" build.
Since there are "only" 4 cannons fore and 4 turrets aft, and so few tac consoles i want to have as many useful effects as possible.
I have been thinking about plasma, but since it cannot utilize the "Romulan Singularity Harness" to get the additional 7.6% plasma Damage, and i am not sure if plasma weapons get the additional bonus from romulan "Threat-Scaling Science Consoles", because i have read that they only deliver 2.5% chance for a Plasma DoT effect when using non-Plasma energy weapons. Still the Plasma proc is tempting IMO.
The only thing i would do different would be to use 2 parts of the "Omega Adapted Borg Technology Set" which would be "Cutting beam" in the rear + the Borg console. To get "Omega Weapon Amplifier" effect once in a while.
Since the Galaxy -R isn't capable of using DC or DHC it will naturally not do as much as much damage as comparable Klingon ship (or ANY other ship) by far. So what would be the logical choice for such an underpowered ship?
Is there a way i momentarily don't see to utilize its Engineering + Science Consoles to tease out some more offensive power?
It's a shame one has to ask such questions in connection with a Galaxy Class.:(
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
The best D'kora build I could design for my engineer is the following one.
It uses no tactical team, and expensive doffs doubling only ensign abilities, but: sci team. This because with sci team, no aux power is needed. So in that way also the drain/recover issue with AtoB builds is avoided. My experience is that an engineer does not need TT if ST is available every 15 seconds.
To do some descent damage as an engineer, I use tet-glider (engineer has to use everything at his disposal...) combined with BO, HY and CFR.
I guess this build can also be used by tac's and sci's.
I hate to be annoying (at least to you guys ), but i wanted to know what energy weapon type dontdrunkimshoot had in mind for his "2 AtB galaxy R" build.
Since there are "only" 4 cannons fore and 4 turrets aft, and so few tac consoles i want to have as many useful effects as possible.
I have been thinking about plasma, but since it cannot utilize the "Romulan Singularity Harness" to get the additional 7.6% plasma Damage, and i am not sure if plasma weapons get the additional bonus from romulan "Threat-Scaling Science Consoles", because i have read that they only deliver 2.5% chance for a Plasma DoT effect when using non-Plasma energy weapons. Still the Plasma proc is tempting IMO.
The only thing i would do different would be to use 2 parts of the "Omega Adapted Borg Technology Set" which would be "Cutting beam" in the rear + the Borg console. To get "Omega Weapon Amplifier" effect once in a while.
Since the Galaxy -R isn't capable of using DC or DHC it will naturally not do as much as much damage as comparable Klingon ship (or ANY other ship) by far. So what would be the logical choice for such an underpowered ship?
Is there a way i momentarily don't see to utilize its Engineering + Science Consoles to tease out some more offensive power?
It's a shame one has to ask such questions in connection with a Galaxy Class.:(
well, phasers are an old favorite, and i just like using them on fed ships for RPer like reasons. to get the most out of DEM though, disruptor. to get the most out of tet glider, tetyron. ether hybrid would work well too. this ship isn't likely to be hitting hull directly through a down facing, so the cutting beam is of little use. that goes for anything not using DHCs really.
yes, mixed equipment is always a good idea. Depending on your class, and whether or not you want to tank with the ship, use either (if science) Omega shield, borg engine and, deflector. If you are an engineer, use M.A.C.O. shield and two borg equipment. Or, M.A.C.O shield and deflector and borg engine. (Personally on the lower class galaxy, as with my Intrepid i use full Aegis set, nut i digress...).
Tell you what, send me a mail to @apocalypse2001, and let me know the following: what class you are, at what level your reputation is with Romulan and Omega, and what level your embassy is at for Science, and I'll create a viable build for you.
Oh that's very nice, but you don't have to do that, i know that's a lot of work.
I'm just a crazy guy trying to outgun some Escorts with his Galaxy Class.
well, phasers are an old favorite, and i just like using them on fed ships for RPer like reasons. to get the most out of DEM though, disruptor. to get the most out of tet glider, tetyron. ether hybrid would work well too. this ship isn't likely to be hitting hull directly through a down facing, so the cutting beam is of little use. that goes for anything not using DHCs really.
True, using the Cutting Beam on that ship won't be any good.
And no "Omega Weapon Amplifier", i think i can live with that, since most of the time weapon power is at 100 - 125 and more (i think).
Since i won't be able to smash enemies shields anyway i think i switch to Disruptor cannons+turrets. Combined with Romulan Mk X Plasma Infused Consoles i hope they will do a good amount of bleedthrough damage.
Thanks guys
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
Steamrunner is one of the few escorts that has base hull regen higher than others (it's same like sci ships 3% base instead of the regular 2,5%), and my tac captain is human, so what the hell, I thought why not try passive heal escort, especially when steammy lacks science stations. So I ported my ultra hull regen cruiser build to it, and well, it's really fun and tough like hell.
Obviously, I'm evil TRIBBLE, so I'm using subsystem engines III to pin the enemy down. Otherwise is probably pretty standard A2B build.
----
2x DHC, 1x Beam, 1x torpedo
2x turret, 1x mines
TT1,DPB1,CRF2,APO1
BO1,THY2,TSE3
EPTA1,A2B1
EPTS1,A2B1
HE1
1x turn console, 1x SIF console, 1x neutrinum console, 1x Phaser Point Defence console (or anything really)
2x Shield regen console
4x energy type console (phaser)
All borg set (will replace shields with elite fleet regen ones)
2x maintanance doffs (those that proc +SIF/Emmiters)
3x technician
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
ive been thinking about a 2 AtB steam runner too, for the lulz. might work alright in a pugmade with good healer coverage. it would be very versatile, have alpha strike and aoe capabilities at the same time, no need to swap boffs mid battle. would be a terror to a carrier team
the main thing to remember is your weapons have to have AT LEAST 10% accuracy (20% would be better) and CrtD of +20 and at least 4% CrtH (critical chance).
If your weapons have any amount of the latter two, but no accuracy, they are useless. Because what's the point of being able to do critical damage if you can't hit your target?
So Advanced Fleet Weapons are out of question, or does their very high additional (dmg)x3 serve as a compensation?
Especially when shooting a longer time at a specific target does (acc)+(dmg)x3 more damage than (acc)x3 (plus the resulting criticals) for example?
I'm sorry to annoy you guys but i would hate to waste a huge amout of dilithium or EC, since i don't have much of both. (well who does? lol)
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
So Advanced Fleet Weapons are out of question, or does their very high additional (dmg)x3 serve as a compensation?
Especially when shooting a longer time at a specific target does (acc)+(dmg)x3 more damage than (acc)x3 (plus the resulting criticals) for example?
I'm sorry to annoy you guys but i would hate to waste a huge amout of dilithium or EC, since i don't have much of both. (well who does? lol)
i'd get ether acc3 or crtH3 singles, they are extreamly cheap weapons on the exchange
i'd get ether acc3 or crtH3 singles, they are extreamly cheap weapons on the exchange
Wow that was fast.
I was hoping for an answer like that, those Fleet weapons are pretty expensive.
Many thanks.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
hmm i sense a trend away from all cannon builds/beamboats, towards beam/cannon/torp rainbows.
I was going to try out something along these lines, on the weekend, but didn't set my ships up for it out of habit i guess.
You sound like it is a bad thing for the record, I never used full cannon builds, because they were dull gameplay experience to me.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
You sound like it is a bad thing for the record, I never used full cannon builds, because they were dull gameplay experience to me.
Althrough i agree to you when it comes to DHCs, i must say i really like Cannons, even Dual Cannons.
Combined with Rapid fire, single cannons + turrets unleash a almost steady beam, that looks very cool IMO.
On the other hand i just can't stand DHCs, i just hate that unsteady stuttering sound they make. Even i would fly a ship that could use them i would refuse to use them.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
You sound like it is a bad thing for the record, I never used full cannon builds, because they were dull gameplay experience to me.
nah, not judging at all. just wondering if it s FotM thing, or what the numbers say. On the other hand, I can't really imagine a torp in front and a torp bo skill to go with it. I ll let you know how it went in the queues
hmm i sense a trend away from all cannon builds/beamboats, towards beam/cannon/torp rainbows.
I was going to try out something along these lines, on the weekend, but didn't set my ships up for it out of habit i guess.
its complicated, in premades with insane healing, a BO is to much of a break in hard core presure to be beneficial, and your never going to see a hole in shields last for more then a split second so torps don't work there, the 4 DHC build is all thats reliable there.
in pugs, that closer spike from a BO or torp salvo works wonders, i constantly get unassisted kills just from a surprise cannon spike and well timed torp launch. you have to get used to lower score board numbers, your not a flying DPS hose anymore, your a sniper
Althrough i agree to you when it comes to DHCs, i must say i really like Cannons, even Dual Cannons.
Combined with Rapid fire, single cannons + turrets unleash a almost steady beam, that looks very cool IMO.
On the other hand i just can't stand DHCs, i just hate that unsteady stuttering sound they make. Even i would fly a ship that could use them i would refuse to use them.
your gonna wanna get over that, DHCs are the only energy weapon that do anything. that gradual even damage you like anyone can just distribute their shields and that gradual damage will never hit hull, wile DHCs every fireing cycle obliterate a shield facing and deal direct hull damage.
Tactical Captain: Specced in Energy Weapons, Torpedoes and Shields
Fore Weapons, 3 Mk XII Beam Arrays [Accx2 or x3], 1 Omega Torpedo Launcher
Aft Weapons 3 Mk XII Beam Arrays [Accx2 or x3], 1 Breen Transphasic Cluster Torp
THY1, TS:E1
TT1
EPtS1, AtB1, RSP2, DEM3
ET1, AtB1
TB1, HE2, VM1
Equipement
Elite Fleet Covariant Shields ResA
Borg Deflector
Borg Engines
Consoles
Subspace Jumper, Neutronium, Borg, RCS
2x Field Generator
3 Energy Damage Type
Doffs
3 Purple Tech Doffs, 1 VM, 1 BFI
Boffs
1 Romulan Tac with Operative passive
4 Humans
Strategy
The Merge: Begin with TT1, THY1 then once the opponent fires the first volley Subspace Jump, DEM, APA, VM1 and TB1, thus avoiding the Alpha and disabling their ship, aww you used Tac Team to avoid my alpha, what are you gonna do about the VM now
The Weardown: Once you are behind the ship begin broadsiding, the VM will wear off by now and your opponent will be angry and quite aggressive, tank the remaining Alpha with TT1, BFI, and EPtS1 while wearing down the hull with DEM3, an escort will eventually get your shields down, now is the time for RSP2(At global). VM will be back up as it is at global. It will take some clever maneuvering to get your opponents ship in your 90' arc again but wait for his/her APO to finish then engage tractor beam, which is at global. Continue spamming DEM3(which is also at global:)) and the for mentioned steps, including keeping the Omega Torp on Auto Fire and spamming HY1, until their hull is getting low, 30% or less preferably.
The Final Blow: With your opponents hull low, and your APA and subspace jump back from cooldown, repeat the merge strategy, the DEM will continue weakening their hull only this time instead of a sustained broadside, pass your opponent and let the cluster torp fire, 75% of the time the cluster torp will finish them off, if you are lucky even chain critting at 3k per torp which is 30k hull damage, the rest of the time just let the DEM snack on their hull and finish off whats left. Relax now, and revel in the fact on how you owned a lockbox ship in the free ambassador, moreover as a tac in a cruiser...
A Final Note: Hazard Emitters is aux dependent, I chose not to include EPtA in my build because if I need to hull heal myself or an ally with aux2batt running I will switch to a high aux power level preset and the aux power will come back up, if its an emergency pop an aux battery and use HE. The rest of the time, try to time ET with RSP, its the one time when TT is not needed so you can use it without fear of being spiked from one side. This is usually enough combined with the human boffs to keep your hull intact...
http://www.stoacademy.com/tools/skillplanner/index.php?build=SciBuild1_1810
this is just a rougth plan on a build i had in mind for the mirror version as a sheilds n power stripper so my pets can do the damage but would appresheate anny surjestions on wat to put in the other 2 eng slots and maybe wat sort off doff's ? anny help would b greatefull
your gonna wanna get over that, DHCs are the only energy weapon that do anything. that gradual even damage you like anyone can just distribute their shields and that gradual damage will never hit hull, wile DHCs every fireing cycle obliterate a shield facing and deal direct hull damage.
Why should i?
None of the ships i do fly or even want to fly, do have the ability to use DHCs in the first place.
Since i am not that much into PvP anyway, and i really hate Escorts i don't see a reason to change my mind.
On the other hand, it is not that i refuse to use DHCs in general, i just can't stand that irritating stuttering sound and the fact that they take too long to shoot finally. I just can't get them to shoot when i want them to shoot, lol.
Anyway, i would rather stop playing this game entirely, before i am forced to fly an Escort.
Sorry for being off topic.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
if you get one of these, you might as well get the temperal set too, it works well to make one of these as min/maxed as possible. also the sci ship, so you can get the Tipler Cylinder. hope you like opening boxes for lobi.
with your 15 turn rate, and your likely inaccurate AP weapons, a tractor beam will be helpful, and your chrono beam and heavy torp will help you slow folks down too, along with the the 3 part bonus from the temporal warfare set. TSS3 with this things 1.05 shield mod should offer absurd escort tanking, along with RSP as well. this isn't a pure escort as much as a ship with escort damage dealing relying on various control tactics to make your enemy easier to hit, without needing to out maneuver them
I have a couple of concerns with this build. First off Im not sure it makes the best use of the temporal sets chroniton torp proc. Why not put a chroniton torpedo? Second from the way you layed out your build it looks like your putting the disruption device on the rear which could work but without omega pattern, and RCS acc. or some other means to turn around quickly I dont see how this will get used to maximium effect. Third Im not sure I see the benefits of using the borg engines or deflector. I was considering using the omega engines because (and I could be mistaken about this) the hyper-engine quality should allow me to be able to out menuver my opponent. Even if this is incorrect why not use HG or Maco engines/deflector?
Basicly I was thinking of using the temporal destroy as a movement disabler, purhaps this is a poor tactic?
Comments
Althrough i rarely do any PvP, just i want to say thank you for this exceedingly helpful thread!
What damage type do you use or recommend?
I am torn between Plasma (romulan maybe later) and (polarized) Disruptor energy type.
Next week i am finally going to be able to get my hands on the romulan Threat-Scaling Science Consoles which give additional Plasma damage. Do Plasma energy tactical consoles boost the additional damage from those consoles?
Or maybe something completely different?
I don't like it, sorry. The D'Kora can run DHCs, it's criminal to run singles. Exocomp needs to be stacked if possible (fed maintenance engineers fluxuate but can be as cheap as a couple million EC) or paired with a high level quartermaster (arm and a leg for just a blue). EPTSx2 instead of another EPTx with damage control engineers is a weak choice. Get the Lobi console out of the Tac console slot. Get some embassy hull and shield consoles for sure and maybe run another 2 piece, although borg 2 piece is a safe choice.
But back to the beginning for a D'Kora: A2B, all day, every day.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
It's not a terrible build, but I see some holes, IMO. No APO or PH, so no hold breaking. And I think you're missing a Cmdr Eng ability in the list.
You could wreck **** with a Sci in a D'Kora, and here's how I'd do it. Sub-Nuc being the great equalizer, it's the equivalent of having your buddy get on his hands and knees behind somebody, so as a non-Tac it's just up to you to figure out how to shove as hard as you can.
TT, CRF1, APO1
HYT1
EPTS, A2B, RSP, DEM3
EPTx, A2B
PH, HE
DHCx3, Either rep torp
Turretx3 or 4, KCB
3 piece MACO
2 purple Techs, 1-3 maint eng, Marion, Battery cd quartermaster
2 piece MACO + 2 purple Tech doffs is enough for cd reduction.
Marion is going to give you 8 seconds when you trigger DEM of freight train DHC. maint eng battery doffs will give you a damage boost to make up for lack of APA, battery qm's will bring the battery back up faster. So you could ditch marion, depend on the battery to overcap, and pick whether you want another 10% or want it to come back up faster.
A great sci alpha would involve a dual battery - weapons and aux, with 3 maint engineers. Dual Batt, Super Scan, SNB, APO, CRF, high weapon power, HYT, if you're really daring slot a TB for a hold too. I don't have a sci at tier 5 rep but you should also be able to buff Sensor Scan further with the Rom T5 clickie. IDK for sure. 3 piece MACO beam at the end too.
Those doffs are pricey, no question, so it's probably pie in the sky for most people, and dual batts are either lobi or a whole lot of EC for 20 sec of a buff.
Also I'd say this is a pug build; I'm not counting on anybody to follow my keybind tell that I'm putting a subnuc downrange, and I'm giving up a lot to bring my own damage. This is a build I've only put on paper since my sci toons have no Rom rep and only conversion box Omega. By the time I get around to them it will probably be out of date.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Passives
New Rom - Precision, Sensor Targeting Assault
Omega - Omega Weapon Training, Omega Graviton Amplifier
TS1, DPB1, APO1
TT1
EPtS1, AtB1, RSP2, EWP3
EPtA1, AtB1
TSS1, HE2
DOFFs - 2x Tech(AtB), 2x PWO(Torp), MAS(EWP)
Weapons
Fore - Rom Turret [Acc][CrtH], Omega Torp, Plasma Torp [Acc][CrtH]x2, Hargh'peng Torp
Aft - Cutting Beam, Plasma Mines [CrtH]x2[CrtD], Hyper-Plasma Torp, Plasma Torp [Acc][CrtH]x2
Deflector - KHG
Engine - Aegis
Shields - KHG
Consoles
Tac - 3x Ambiplasma
Eng - Tachyo, Borg, Rule 62, Neut
Sci - 0Point, Nadeon, BM3000
Running x/25, x/100, x/50, x/25 Power...
People always be hating on my builds... /sniffle
I hate to be annoying (at least to you guys ), but i wanted to know what energy weapon type dontdrunkimshoot had in mind for his "2 AtB galaxy R" build.
Since there are "only" 4 cannons fore and 4 turrets aft, and so few tac consoles i want to have as many useful effects as possible.
I have been thinking about plasma, but since it cannot utilize the "Romulan Singularity Harness" to get the additional 7.6% plasma Damage, and i am not sure if plasma weapons get the additional bonus from romulan "Threat-Scaling Science Consoles", because i have read that they only deliver 2.5% chance for a Plasma DoT effect when using non-Plasma energy weapons. Still the Plasma proc is tempting IMO.
The only thing i would do different would be to use 2 parts of the "Omega Adapted Borg Technology Set" which would be "Cutting beam" in the rear + the Borg console. To get "Omega Weapon Amplifier" effect once in a while.
Since the Galaxy -R isn't capable of using DC or DHC it will naturally not do as much as much damage as comparable Klingon ship (or ANY other ship) by far. So what would be the logical choice for such an underpowered ship?
Is there a way i momentarily don't see to utilize its Engineering + Science Consoles to tease out some more offensive power?
It's a shame one has to ask such questions in connection with a Galaxy Class.:(
It uses no tactical team, and expensive doffs doubling only ensign abilities, but: sci team. This because with sci team, no aux power is needed. So in that way also the drain/recover issue with AtoB builds is avoided. My experience is that an engineer does not need TT if ST is available every 15 seconds.
To do some descent damage as an engineer, I use tet-glider (engineer has to use everything at his disposal...) combined with BO, HY and CFR.
I guess this build can also be used by tac's and sci's.
Front: 2x DHC, 1x DBB, 1x (quant) torp
Back: 4x turret
Full omega set (also for the gravity anchor)
Eng consoles: Borg, tachyokinetic converter, neutronium alloy, D'kora battle mode 3000
Sci consoles: Flow cap, shield emitter, field gen
tac consoles: 3x tetryon pulse generator
HY1
BO1,CFR1,APO1
EptE1, AtoB1, ES2 or RSP2, DEM3 or EPW3
EptS1, AtoB1
HE1, ST2
Doffs: 3x technician, DEMdoff marion, BFI or torpedo doff
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
well, phasers are an old favorite, and i just like using them on fed ships for RPer like reasons. to get the most out of DEM though, disruptor. to get the most out of tet glider, tetyron. ether hybrid would work well too. this ship isn't likely to be hitting hull directly through a down facing, so the cutting beam is of little use. that goes for anything not using DHCs really.
running AtB but using damage control?
I'm just a crazy guy trying to outgun some Escorts with his Galaxy Class.
True, using the Cutting Beam on that ship won't be any good.
And no "Omega Weapon Amplifier", i think i can live with that, since most of the time weapon power is at 100 - 125 and more (i think).
Since i won't be able to smash enemies shields anyway i think i switch to Disruptor cannons+turrets. Combined with Romulan Mk X Plasma Infused Consoles i hope they will do a good amount of bleedthrough damage.
Thanks guys
good you noticed. technicians of course.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Obviously, I'm evil TRIBBLE, so I'm using subsystem engines III to pin the enemy down. Otherwise is probably pretty standard A2B build.
----
2x DHC, 1x Beam, 1x torpedo
2x turret, 1x mines
TT1,DPB1,CRF2,APO1
BO1,THY2,TSE3
EPTA1,A2B1
EPTS1,A2B1
HE1
1x turn console, 1x SIF console, 1x neutrinum console, 1x Phaser Point Defence console (or anything really)
2x Shield regen console
4x energy type console (phaser)
All borg set (will replace shields with elite fleet regen ones)
2x maintanance doffs (those that proc +SIF/Emmiters)
3x technician
TT1, APD1, CRF2, APO3
TS1, CSV1, THY3
EPtS1, AtB1
EPtA1, AtB1
HE1
So Advanced Fleet Weapons are out of question, or does their very high additional (dmg)x3 serve as a compensation?
Especially when shooting a longer time at a specific target does (acc)+(dmg)x3 more damage than (acc)x3 (plus the resulting criticals) for example?
I'm sorry to annoy you guys but i would hate to waste a huge amout of dilithium or EC, since i don't have much of both.
(well who does? lol)
i'd get ether acc3 or crtH3 singles, they are extreamly cheap weapons on the exchange
I was hoping for an answer like that, those Fleet weapons are pretty expensive.
Many thanks.
I was going to try out something along these lines, on the weekend, but didn't set my ships up for it out of habit i guess.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
You sound like it is a bad thing for the record, I never used full cannon builds, because they were dull gameplay experience to me.
Combined with Rapid fire, single cannons + turrets unleash a almost steady beam, that looks very cool IMO.
On the other hand i just can't stand DHCs, i just hate that unsteady stuttering sound they make. Even i would fly a ship that could use them i would refuse to use them.
nah, not judging at all. just wondering if it s FotM thing, or what the numbers say. On the other hand, I can't really imagine a torp in front and a torp bo skill to go with it. I ll let you know how it went in the queues
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
its complicated, in premades with insane healing, a BO is to much of a break in hard core presure to be beneficial, and your never going to see a hole in shields last for more then a split second so torps don't work there, the 4 DHC build is all thats reliable there.
in pugs, that closer spike from a BO or torp salvo works wonders, i constantly get unassisted kills just from a surprise cannon spike and well timed torp launch. you have to get used to lower score board numbers, your not a flying DPS hose anymore, your a sniper
your gonna wanna get over that, DHCs are the only energy weapon that do anything. that gradual even damage you like anyone can just distribute their shields and that gradual damage will never hit hull, wile DHCs every fireing cycle obliterate a shield facing and deal direct hull damage.
Tactical Captain: Specced in Energy Weapons, Torpedoes and Shields
Fore Weapons, 3 Mk XII Beam Arrays [Accx2 or x3], 1 Omega Torpedo Launcher
Aft Weapons 3 Mk XII Beam Arrays [Accx2 or x3], 1 Breen Transphasic Cluster Torp
THY1, TS:E1
TT1
EPtS1, AtB1, RSP2, DEM3
ET1, AtB1
TB1, HE2, VM1
Equipement
Elite Fleet Covariant Shields ResA
Borg Deflector
Borg Engines
Consoles
Subspace Jumper, Neutronium, Borg, RCS
2x Field Generator
3 Energy Damage Type
Doffs
3 Purple Tech Doffs, 1 VM, 1 BFI
Boffs
1 Romulan Tac with Operative passive
4 Humans
Strategy
The Merge: Begin with TT1, THY1 then once the opponent fires the first volley Subspace Jump, DEM, APA, VM1 and TB1, thus avoiding the Alpha and disabling their ship, aww you used Tac Team to avoid my alpha, what are you gonna do about the VM now
The Weardown: Once you are behind the ship begin broadsiding, the VM will wear off by now and your opponent will be angry and quite aggressive, tank the remaining Alpha with TT1, BFI, and EPtS1 while wearing down the hull with DEM3, an escort will eventually get your shields down, now is the time for RSP2(At global). VM will be back up as it is at global. It will take some clever maneuvering to get your opponents ship in your 90' arc again but wait for his/her APO to finish then engage tractor beam, which is at global. Continue spamming DEM3(which is also at global:)) and the for mentioned steps, including keeping the Omega Torp on Auto Fire and spamming HY1, until their hull is getting low, 30% or less preferably.
The Final Blow: With your opponents hull low, and your APA and subspace jump back from cooldown, repeat the merge strategy, the DEM will continue weakening their hull only this time instead of a sustained broadside, pass your opponent and let the cluster torp fire, 75% of the time the cluster torp will finish them off, if you are lucky even chain critting at 3k per torp which is 30k hull damage, the rest of the time just let the DEM snack on their hull and finish off whats left. Relax now, and revel in the fact on how you owned a lockbox ship in the free ambassador, moreover as a tac in a cruiser...
A Final Note: Hazard Emitters is aux dependent, I chose not to include EPtA in my build because if I need to hull heal myself or an ally with aux2batt running I will switch to a high aux power level preset and the aux power will come back up, if its an emergency pop an aux battery and use HE. The rest of the time, try to time ET with RSP, its the one time when TT is not needed so you can use it without fear of being spiked from one side. This is usually enough combined with the human boffs to keep your hull intact...
this is just a rougth plan on a build i had in mind for the mirror version as a sheilds n power stripper so my pets can do the damage but would appresheate anny surjestions on wat to put in the other 2 eng slots and maybe wat sort off doff's ? anny help would b greatefull
None of the ships i do fly or even want to fly, do have the ability to use DHCs in the first place.
Since i am not that much into PvP anyway, and i really hate Escorts i don't see a reason to change my mind.
On the other hand, it is not that i refuse to use DHCs in general, i just can't stand that irritating stuttering sound and the fact that they take too long to shoot finally. I just can't get them to shoot when i want them to shoot, lol.
Anyway, i would rather stop playing this game entirely, before i am forced to fly an Escort.
Sorry for being off topic.
I have a couple of concerns with this build. First off Im not sure it makes the best use of the temporal sets chroniton torp proc. Why not put a chroniton torpedo? Second from the way you layed out your build it looks like your putting the disruption device on the rear which could work but without omega pattern, and RCS acc. or some other means to turn around quickly I dont see how this will get used to maximium effect. Third Im not sure I see the benefits of using the borg engines or deflector. I was considering using the omega engines because (and I could be mistaken about this) the hyper-engine quality should allow me to be able to out menuver my opponent. Even if this is incorrect why not use HG or Maco engines/deflector?
Basicly I was thinking of using the temporal destroy as a movement disabler, purhaps this is a poor tactic?