I've been trying to come up with a good pvp build for my temporal destroyer. The problem I have is trying to figure out how to balance my chroniton/temporal divice vs my Dual Cannons, and a good bridge officer abilitie set to match it.
My thought here is to make my ship highly maneverable and be able to stop or slow enemy ships so that my team mates can take 'em down, but maybe this is wrong.
Consoles:
Monotonium Mk XI very rare, RCS Acc. Mk XI very Rare
3X Feild Gen Mk XI rare, Tachyokinetic Convert.
Chroniton Flux Mk XI very rare, 2X AntiProton console rare, Borg Console
Have yet to buy my desired sheilds/engines/deflector but I'm thinking of going Omega mk xii (atleast for the engines).
Any help would be greatly appreciated, as I have been struggling with this build for sometime. BTW despite the fact that this is tactical build im running it on engineer. Which doesnt seem to make much difference besides the the attack pattern alpha.
That thread is the one I was talking about, a few lines above this thread. In the first posts there are links to dontdrunkimshoot's build for the temporal destroyer. Check it out, yo.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
I've been trying to come up with a good pvp build for my temporal destroyer. The problem I have is trying to figure out how to balance my chroniton/temporal divice vs my Dual Cannons, and a good bridge officer abilitie set to match it.
My thought here is to make my ship highly maneverable and be able to stop or slow enemy ships so that my team mates can take 'em down, but maybe this is wrong.
Consoles:
Monotonium Mk XI very rare, RCS Acc. Mk XI very Rare
3X Feild Gen Mk XI rare, Tachyokinetic Convert.
Chroniton Flux Mk XI very rare, 2X AntiProton console rare, Borg Console
Have yet to buy my desired sheilds/engines/deflector but I'm thinking of going Omega mk xii (atleast for the engines).
Any help would be greatly appreciated, as I have been struggling with this build for sometime. BTW despite the fact that this is tactical build im running it on engineer. Which doesnt seem to make much difference besides the the attack pattern alpha.
There is a monumental difference between a tacs damage and an eng it's not just apa just the same as there's a monumental difference between how much punishment you can take
I don't really understand the build your going for here are you debuffing targets for other people?
The Borg console doesn't want the be in your tac slot don't know if you were just listing the consoles you plan on putting in or not or wether that was the order
Grav wells for pvp don't really work unless your going to spec into them then run consoles to match APO completely negates there effect and their damage won't touch even a bop again unless you spec into them
The takyokinetic converter should be enough to give your turn a boost I'd drop the RCs and get a neutronium
----=====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:
Purhaps im just ignorant here but, as far as I know the only difference between the different career paths is the abilities that each one gives you, (eng: EPS power Transfer, mircile worker etc, Tac: alpha pattern, go down fighting, tactical initiative etc.). Yes these do make a difference but I don't think they are overwelming distinctions. Perhaps Im wrong about this and would actually appreciate it if someone would correct me if that is so.
As to the other conserns I actually dont plan on leaving the borg console in tha tac console but I need to make some decisions about how to rearrange things to make room for (or remove it). Purhaps replacing the RCS accelerater with it would be a good move. I also take your point about the gravity well.
Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
You've got it right - if you are using the temporal warfare set, you're pretty much stuck using AP weapons, which are usually quite inaccurate, but really hurt on the crit front. Holds are the best/only way to mitigate the inaccuracy and really utilize the crit severity.
Once again, check out the thread I linked for what is most likely the best build that you will find on these forums for a PvP mobius.
edit: If you can't find the link in the first post, here is a DIRECT LINK to the Mobius build
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
I did actually read that post and had some questions about it which i posted in that forum. This is about what I said there.
Mobius/Krenn
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.
Okay that makes sence because of the Autonomous Regeneration Sequencer (with the two of the borg set, but im still wondering how to leverage the chroniton torp proc and the temp. disruption device effectively if the temp device is placed on the back and there arnt boff abilities to increase turn rate or speed and also the lack of chroniton torps doesnt take advantage of the boost the temporal set gives.
I've been trying to come up with a good pvp build for my temporal destroyer. The problem I have is trying to figure out how to balance my chroniton/temporal divice vs my Dual Cannons, and a good bridge officer abilitie set to match it.
My thought here is to make my ship highly maneverable and be able to stop or slow enemy ships so that my team mates can take 'em down, but maybe this is wrong.
Consoles:
Monotonium Mk XI very rare, RCS Acc. Mk XI very Rare
3X Feild Gen Mk XI rare, Tachyokinetic Convert.
Chroniton Flux Mk XI very rare, 2X AntiProton console rare, Borg Console
Have yet to buy my desired sheilds/engines/deflector but I'm thinking of going Omega mk xii (atleast for the engines).
Any help would be greatly appreciated, as I have been struggling with this build for sometime. BTW despite the fact that this is tactical build im running it on engineer. Which doesnt seem to make much difference besides the the attack pattern alpha.
The temporal Destroyer is a DPS monster if built correctly and if your specced correctly with your skills. From what I can tell you have too much going on and in the wrong places... but of course this is a matter of opinion and constructive feedback...so dont take offense. Having the same ship my build is as follows:
Weapons - Fore: 4x DHC AP MK III
- Rear: 2X Turret AP MK XII; Cutting Beam
Consoles:
Eng - Neutronium All the way
Science - Tachyokinetic Convert. ZPE, Borg Console, either field generator or subspace jumper console
4X AntiProton console
General Bridge officer skills include the following - X2 TT, Omega, Beta, I also put Delta (I have a purple Doff specialized in this), CSV II, CRF II & III, etc... Emergency Power to Shields, Extend Shields, etc... the usual suspects. My Doff's lend a hand in increasing these bridge officer skills.
Check out the Hilbert Guide for further build advice. Gimmicky consoles are going to be less than ideal for PVP so you will be going for a purist build. Food for thought and good luck with your build. :rolleyes:
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Purhaps im just ignorant here but, as far as I know the only difference between the different career paths is the abilities that each one gives you, (eng: EPS power Transfer, mircile worker etc, Tac: alpha pattern, go down fighting, tactical initiative etc.). Yes these do make a difference but I don't think they are overwelming distinctions. Perhaps Im wrong about this and would actually appreciate it if someone would correct me if that is so.
As to the other conserns I actually dont plan on leaving the borg console in tha tac console but I need to make some decisions about how to rearrange things to make room for (or remove it). Purhaps replacing the RCS accelerater with it would be a good move. I also take your point about the gravity well.
Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
Eps transfer - 0 direct damage boost technically
Apa - 50 % damage boost
Nadion - no direct damage boost
Fomm - 50 damage resistance reduction to target
Miracle worker - no direct damage boost
Gdf - potentially 100% damage boost
Tactical team 25% damage boost
An so on
when initiated together makes any ship a force to be reckoned with
That's the "monumental" difference I was referring to
----=====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:
Okay that makes sence because of the Autonomous Regeneration Sequencer (with the two of the borg set, but im still wondering how to leverage the chroniton torp proc and the temp. disruption device effectively if the temp device is placed on the back and there arnt boff abilities to increase turn rate or speed and also the lack of chroniton torps doesnt take advantage of the boost the temporal set gives.
Unfortunately, except for very specific setups, torpedos in PvP are lackluster. Removing the guaranteed DPS of an AP DHC in favor of a 33% chance debuff and almost no damage against shields is a bad idea. Even with TS, the usefulness of the debuff is minimal, and damage boost or no damage boost, the chroniton launcher up from will bring down your DPS significantly.
The temporal warfare set bonus DOES boost the TDD's damage tho, giving it marginal usefulness for DPS purposes.
As to how you will utilize it as an aft weapon is situational, and its best IMO to keep it on autofire. My primary use is in one of two situations. 1) As part of my alpha/hold, hit temporal inversion, hit TB1, overshoot the target just enough to launch the torp, and pull a quick reverse to bring them back into front arc. This requires good piloting and practice. 2) The mobius is a slow turner, even if you were to dump a pair of RCS on there with the tachyonkinetic console, FTERs, BoPs, Bugs, and some raptors will still end up unshakeably on your tail. The aft TDD gives you at least a chance (with its 100% proc chance) to slow them up enough to get them back in your front arc.
Against cruisers where you just need more DPS, you can swing around every 19 seconds to get them in rear arc without any difficulty at all.
As for abilities to enhance turn rate etc, APO is important of course, and remember to pop evasive maneuvers when dogfighting if possible to help out in that area. Also remember that the Temporal Inversion Field not only hinders enemy movement, but on the Temporal ships, it also enhances yours.
And as to the difference in Eng vs Tac DPS, APA is a big difference, but also Tactical Initiative which significantly lowers cooldowns on Tac abilities allowing more uptime on tac abilities, not to mention the team damage buff as well.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
Although I'm not very familiar with the temporal set I'd go Chroniton DBB (Anti Proton Damage) and 3 AP DHC with your special weapons in the rear.
Now with console I'd probably do 1x Neutronium and one RCS or go 2 RCS
For the sci I'd go to 2 field gens and 2 uni's and 4 AP Tac consoles.
One strength you need to play is shield tanking on temporal ships. That's why I suggest maybe 2 RCS...and if your running inversion beware of shock waves. If a shockwave is in the game I'd suggest running a different set up.
Food for thought.
Okay I think I've got some idea of a compromise. What I'm thinking now
Is more along the lines of:
3 X Dual AP cannons, Chroniton Dual Bank
temporal device, kinetic beam, AP turret
Neutronium, TachyoKinetic
3X Feild Gen., borg console
4X Ap Console
Engines: Omega or Borg
Sheilds: Maco, HG, (maybe Omega)
Deflector: any of em
TT1, CRF1, APO1, CRF3
TT1, Spread2
EPtS1, RSP1,
EPtS1
TSS1, HE2, TSS3
The snag being that TSS3 is virtually impossible to get given that it can only be obtained from a bridge officer that has it.
if you have a DBB on an escort, you need BO on there somewhere, a lot more then you need TS. also CRF2+APO3 deals a lot more damage with cannons then the opposite. plus APO3 will buff all other damage too
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
Purhaps im just ignorant here but, as far as I know the only difference between the different career paths is the abilities that each one gives you, (eng: EPS power Transfer, mircile worker etc, Tac: alpha pattern, go down fighting, tactical initiative etc.). Yes these do make a difference but I don't think they are overwelming distinctions. Perhaps Im wrong about this and would actually appreciate it if someone would correct me if that is so.
As to the other conserns I actually dont plan on leaving the borg console in tha tac console but I need to make some decisions about how to rearrange things to make room for (or remove it). Purhaps replacing the RCS accelerater with it would be a good move. I also take your point about the gravity well.
Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
The mobius can dish out some good DPS with cannons and 4 tac slots,,,dump the temporal TRIBBLE they just use up console slots, like the other guy said dump the RCS and get a neutronium alloy, stick with your AP and build it up or switch to another energy type and build it up (depends on which procs you like the best) The mobius in my opinion is the best (all around) escort ,,good DPS,,can have very high shield cap, good movement, and a universal LT comm station.
if you have a DBB on an escort, you need BO on there somewhere, a lot more then you need TS. also CRF2+APO3 deals a lot more damage with cannons then the opposite. plus APO3 will buff all other damage too
this^^^^
i forgot all about that, i dont use beams but yeah if you do def need BO to boost them.
dump the temporal TRIBBLE they just use up console slots
I'm sorry but I couldn't disagree more with that. Sure the Manheim is useless, but the tipler is just about the ultimate "oh ****" button.
As for the temporal warfare set, you are going to want the tachyokinetic console on virtually any build. If you are gonna stick with AP weapons, you may as well use the chron DBB, the 40% crit severity with BO and your alpha buffs up will hit for upwards of 40k+. And since you've already got 2 pieces and the chroniton damage boost, why not replace a low DPS turret with a situationally useful, high damage, guaranteed debuff torpedo?
Then, you have the three piece bonus, which is incalculably valuable. In an AP set up your tactics need to be based around holds to do decent damage, the slowdown field is priceless. Add to that an incredible speed boost and a ludicrously awesome cool down reducer, and one can argue that flying the M?bius is pointless without the temporal warfare set.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
I'm sorry but I couldn't disagree more with that. Sure the Manheim is useless, but the tipler is just about the ultimate "oh ****" button.
As for the temporal warfare set, you are going to want the tachyokinetic console on virtually any build. If you are gonna stick with AP weapons, you may as well use the chron DBB, the 40% crit severity with BO and your alpha buffs up will hit for upwards of 40k+. And since you've already got 2 pieces and the chroniton damage boost, why not replace a low DPS turret with a situationally useful, high damage, guaranteed debuff torpedo?
Then, you have the three piece bonus, which is incalculably valuable. In an AP set up your tactics need to be based around holds to do decent damage, the slowdown field is priceless. Add to that an incredible speed boost and a ludicrously awesome cool down reducer, and one can argue that flying the M?bius is pointless without the temporal warfare set.
Cheers!
Just something he will have to exp with.
I quit using that set on mine to beef it up elsewhere with the open slots, but you have a point, what works for some may not work for others depending on your style of play.
I quit using that set on mine to beef it up elsewhere with the open slots, but you have a point, what works for some may not work for others depending on your style of play.
I agree it really matter how you play..I had to do some serious key binding to make it work, and practice a whole heckuva lot.
I guess it depend on how you view min/maxing in a general sense...I choose to max the ship based on its inherent advantages while your setup is more vanilla escort, which is easier to learn and has the advantage of making the more generalized PvP information out there useful, rather than having to discover everything for yourself.
Either way is good, but for a ship that took me as much grinding as the temporal stuff did, I'm loathe to make it vanilla.
My guess is "hope" keeps people not playing but posting on the forums. For others, its a path of sad realization and closure. Grieving takes time. The worst "haters" here love the game, or did at some point.
I do agree that the Temporal Warfare set is quite nasty in PVP when used correctly... after all, slowing your opponent to a crawl, putting their skills on extended cooldowns, and buffing your ship's attack skill speeds are too good to ignore! My fleet mates hated PVP'ing against my Mobius build using tractor beam + BO1 Chroniton DBB + THY3 TDD's 1-pass kill combo. While the latter is far from perfect, it definitely has a sucker-punch factor to surprise those who aren't ready for it.
Need a little help here. Which DOffs exactly are the Attack Pattern and BFI DOffs?
__________________________________
STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
Need a little help here. Which DOffs exactly are the Attack Pattern and BFI DOffs?
Purple Conn officers from the Cardy packs are the Attack Pattern Doffs. You never need more then 2 of these... as 2 make for a perfect uptime on 2 attack patterns. Most people role Omega + delta.
BFI doffs... there are 2...
Most people are talking about the Shield Distribution Doffs.
The hazards doffs also proc off of the Brace for Impact skill giving you Hull resist. (I like them as they are 100% no proc chance involved) The shield doffs if they proc of course can be more clutch if you had bingo shielding before they proc.
Was wondering why there's no jamming or tractor ability on this build. No PH either.
Makes me nervous having only APO available to break tractors. Also WAYYY much shield importance, is that really needed unless the pilot is expecting every escort in the match to be firing on him at the same time ?
Purple Conn officers from the Cardy packs are the Attack Pattern Doffs....
Thank for the info.
__________________________________
STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
Makes me nervous having only APO available to break tractors.
If the Attack Pattern Doffs keep APO up all the time, there is no need for any other tractor breakers.
__________________________________
STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
I don't use them myself, but I believe what the AP DOffs do is reduce the CD down to Global such that it's like you have 2 AP:B/D/O.
It doesn't actually give you 100% uptime on either Attack Pattern.
I looked at them, and the chance of a cool down was only 15%. They started at 20mil EC on the exchange. I'm going to slot something different.
__________________________________
STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
I've tried DDIS's build on my Kenn- except for the eng/shield/dis set, the AP DOffs, and I don't have the Tipler Cylinder from the Mobius - and for the most part it works. The main problem I had with it was that there is no hull heals.
What with all the things in game that bypass shields, I found myself regularly dying with full shields and no hull. I swapped out TSS3 for Aux2SIF2, and that helps a lot.
I'm still not sure why EP2Aux is in the build. I was worried that not having a second EP2S would be a problem, but it isn't. Shields are up almost constantly, and I still have a battery and RSP for back up.
I'm still tweaking. I'm grinding an eng/shield/dis set. I've played with the Temporal Disruption Device on front and back, but I'm not really happy either way. To get the most out of it, I think you need to have a THY or TSpread, which means giving up one of your CRFs. I'm thinking about doing away with the TDD altogether. That would cost me the Temporal Inversion Field, and I'm not sure I'm ready to give that up, yet.
I have considered just ripping out the whole Lobi store Temporal device set, and putting regular alternatives in their place. I'm not quite ready to go there yet, having invested so much in the set.
In other posts, people have said that the Mannheim Device was worthless. I'm finding it quite useful in STFs, not so much so in PvP. In my opinion, it should be used earlier rather than later. I'll probably find a PvP console to swap with it depending on what I'm doing.
Right now, I'm disappointed with the DPS in PvP. I haven't gone back to my skill points, yet, but I think I'm pretty good there. I won't be min/maxed for this ship, but this toon also flies a Qin, Vor'cha, and B'rel (torp build) and I don't want to cripple them. I'm probably going to have to be satisfied with what I have - a shield tank with moderately good DPS, unless someone gives me a good alternative.
__________________________________
STO Forum member since before February 2010. STO Academy's excellent skill planner here: Link I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
Comments
That thread is the one I was talking about, a few lines above this thread. In the first posts there are links to dontdrunkimshoot's build for the temporal destroyer. Check it out, yo.
Cheers.
There is a monumental difference between a tacs damage and an eng it's not just apa just the same as there's a monumental difference between how much punishment you can take
I don't really understand the build your going for here are you debuffing targets for other people?
The Borg console doesn't want the be in your tac slot don't know if you were just listing the consoles you plan on putting in or not or wether that was the order
Grav wells for pvp don't really work unless your going to spec into them then run consoles to match APO completely negates there effect and their damage won't touch even a bop again unless you spec into them
The takyokinetic converter should be enough to give your turn a boost I'd drop the RCs and get a neutronium
As to the other conserns I actually dont plan on leaving the borg console in tha tac console but I need to make some decisions about how to rearrange things to make room for (or remove it). Purhaps replacing the RCS accelerater with it would be a good move. I also take your point about the gravity well.
Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
You've got it right - if you are using the temporal warfare set, you're pretty much stuck using AP weapons, which are usually quite inaccurate, but really hurt on the crit front. Holds are the best/only way to mitigate the inaccuracy and really utilize the crit severity.
Once again, check out the thread I linked for what is most likely the best build that you will find on these forums for a PvP mobius.
edit: If you can't find the link in the first post, here is a DIRECT LINK to the Mobius build
http://sto-forum.perfectworld.com/showpost.php?p=6682311&postcount=172
Okay that makes sence because of the Autonomous Regeneration Sequencer (with the two of the borg set, but im still wondering how to leverage the chroniton torp proc and the temp. disruption device effectively if the temp device is placed on the back and there arnt boff abilities to increase turn rate or speed and also the lack of chroniton torps doesnt take advantage of the boost the temporal set gives.
The temporal Destroyer is a DPS monster if built correctly and if your specced correctly with your skills. From what I can tell you have too much going on and in the wrong places... but of course this is a matter of opinion and constructive feedback...so dont take offense. Having the same ship my build is as follows:
Weapons - Fore: 4x DHC AP MK III
- Rear: 2X Turret AP MK XII; Cutting Beam
Consoles:
Eng - Neutronium All the way
Science - Tachyokinetic Convert. ZPE, Borg Console, either field generator or subspace jumper console
4X AntiProton console
General Bridge officer skills include the following - X2 TT, Omega, Beta, I also put Delta (I have a purple Doff specialized in this), CSV II, CRF II & III, etc... Emergency Power to Shields, Extend Shields, etc... the usual suspects. My Doff's lend a hand in increasing these bridge officer skills.
Check out the Hilbert Guide for further build advice. Gimmicky consoles are going to be less than ideal for PVP so you will be going for a purist build. Food for thought and good luck with your build. :rolleyes:
Eps transfer - 0 direct damage boost technically
Apa - 50 % damage boost
Nadion - no direct damage boost
Fomm - 50 damage resistance reduction to target
Miracle worker - no direct damage boost
Gdf - potentially 100% damage boost
Tactical team 25% damage boost
An so on
when initiated together makes any ship a force to be reckoned with
That's the "monumental" difference I was referring to
Unfortunately, except for very specific setups, torpedos in PvP are lackluster. Removing the guaranteed DPS of an AP DHC in favor of a 33% chance debuff and almost no damage against shields is a bad idea. Even with TS, the usefulness of the debuff is minimal, and damage boost or no damage boost, the chroniton launcher up from will bring down your DPS significantly.
The temporal warfare set bonus DOES boost the TDD's damage tho, giving it marginal usefulness for DPS purposes.
As to how you will utilize it as an aft weapon is situational, and its best IMO to keep it on autofire. My primary use is in one of two situations. 1) As part of my alpha/hold, hit temporal inversion, hit TB1, overshoot the target just enough to launch the torp, and pull a quick reverse to bring them back into front arc. This requires good piloting and practice. 2) The mobius is a slow turner, even if you were to dump a pair of RCS on there with the tachyonkinetic console, FTERs, BoPs, Bugs, and some raptors will still end up unshakeably on your tail. The aft TDD gives you at least a chance (with its 100% proc chance) to slow them up enough to get them back in your front arc.
Against cruisers where you just need more DPS, you can swing around every 19 seconds to get them in rear arc without any difficulty at all.
As for abilities to enhance turn rate etc, APO is important of course, and remember to pop evasive maneuvers when dogfighting if possible to help out in that area. Also remember that the Temporal Inversion Field not only hinders enemy movement, but on the Temporal ships, it also enhances yours.
And as to the difference in Eng vs Tac DPS, APA is a big difference, but also Tactical Initiative which significantly lowers cooldowns on Tac abilities allowing more uptime on tac abilities, not to mention the team damage buff as well.
Cheers!
Now with console I'd probably do 1x Neutronium and one RCS or go 2 RCS
For the sci I'd go to 2 field gens and 2 uni's and 4 AP Tac consoles.
One strength you need to play is shield tanking on temporal ships. That's why I suggest maybe 2 RCS...and if your running inversion beware of shock waves. If a shockwave is in the game I'd suggest running a different set up.
Food for thought.
Is more along the lines of:
3 X Dual AP cannons, Chroniton Dual Bank
temporal device, kinetic beam, AP turret
Neutronium, TachyoKinetic
3X Feild Gen., borg console
4X Ap Console
Engines: Omega or Borg
Sheilds: Maco, HG, (maybe Omega)
Deflector: any of em
TT1, CRF1, APO1, CRF3
TT1, Spread2
EPtS1, RSP1,
EPtS1
TSS1, HE2, TSS3
The snag being that TSS3 is virtually impossible to get given that it can only be obtained from a bridge officer that has it.
if you have a DBB on an escort, you need BO on there somewhere, a lot more then you need TS. also CRF2+APO3 deals a lot more damage with cannons then the opposite. plus APO3 will buff all other damage too
Yeah I opted to do HE3 and TSS2 for that reason.
The mobius can dish out some good DPS with cannons and 4 tac slots,,,dump the temporal TRIBBLE they just use up console slots, like the other guy said dump the RCS and get a neutronium alloy, stick with your AP and build it up or switch to another energy type and build it up (depends on which procs you like the best) The mobius in my opinion is the best (all around) escort ,,good DPS,,can have very high shield cap, good movement, and a universal LT comm station.
If you run anything borg then use the 2 piece,,eng/def,,,with your choice of shields.
this^^^^
i forgot all about that, i dont use beams but yeah if you do def need BO to boost them.
I'm sorry but I couldn't disagree more with that. Sure the Manheim is useless, but the tipler is just about the ultimate "oh ****" button.
As for the temporal warfare set, you are going to want the tachyokinetic console on virtually any build. If you are gonna stick with AP weapons, you may as well use the chron DBB, the 40% crit severity with BO and your alpha buffs up will hit for upwards of 40k+. And since you've already got 2 pieces and the chroniton damage boost, why not replace a low DPS turret with a situationally useful, high damage, guaranteed debuff torpedo?
Then, you have the three piece bonus, which is incalculably valuable. In an AP set up your tactics need to be based around holds to do decent damage, the slowdown field is priceless. Add to that an incredible speed boost and a ludicrously awesome cool down reducer, and one can argue that flying the M?bius is pointless without the temporal warfare set.
Cheers!
Just something he will have to exp with.
I quit using that set on mine to beef it up elsewhere with the open slots, but you have a point, what works for some may not work for others depending on your style of play.
Watch my vids for ideas.
I agree it really matter how you play..I had to do some serious key binding to make it work, and practice a whole heckuva lot.
I guess it depend on how you view min/maxing in a general sense...I choose to max the ship based on its inherent advantages while your setup is more vanilla escort, which is easier to learn and has the advantage of making the more generalized PvP information out there useful, rather than having to discover everything for yourself.
Either way is good, but for a ship that took me as much grinding as the temporal stuff did, I'm loathe to make it vanilla.
Cheers!
STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
Purple Conn officers from the Cardy packs are the Attack Pattern Doffs. You never need more then 2 of these... as 2 make for a perfect uptime on 2 attack patterns. Most people role Omega + delta.
BFI doffs... there are 2...
Most people are talking about the Shield Distribution Doffs.
The hazards doffs also proc off of the Brace for Impact skill giving you Hull resist. (I like them as they are 100% no proc chance involved) The shield doffs if they proc of course can be more clutch if you had bingo shielding before they proc.
Makes me nervous having only APO available to break tractors. Also WAYYY much shield importance, is that really needed unless the pilot is expecting every escort in the match to be firing on him at the same time ?
Call me curious, am looking to buy a Krenn soon.
Awoken Dead
Now shaddup about the queues, it's a BUG
Thank for the info.
STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
If the Attack Pattern Doffs keep APO up all the time, there is no need for any other tractor breakers.
STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
I don't use them myself, but I believe what the AP DOffs do is reduce the CD down to Global such that it's like you have 2 AP:B/D/O.
It doesn't actually give you 100% uptime on either Attack Pattern.
Not to mention that they are recockulously expensive....I just sold one for 22 mil plus! :eek:
Its only up half the time... Still ya its pretty much as good as immune. You really don't need much else.
I looked at them, and the chance of a cool down was only 15%. They started at 20mil EC on the exchange. I'm going to slot something different.
STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman
What with all the things in game that bypass shields, I found myself regularly dying with full shields and no hull. I swapped out TSS3 for Aux2SIF2, and that helps a lot.
I'm still not sure why EP2Aux is in the build. I was worried that not having a second EP2S would be a problem, but it isn't. Shields are up almost constantly, and I still have a battery and RSP for back up.
I'm still tweaking. I'm grinding an eng/shield/dis set. I've played with the Temporal Disruption Device on front and back, but I'm not really happy either way. To get the most out of it, I think you need to have a THY or TSpread, which means giving up one of your CRFs. I'm thinking about doing away with the TDD altogether. That would cost me the Temporal Inversion Field, and I'm not sure I'm ready to give that up, yet.
I have considered just ripping out the whole Lobi store Temporal device set, and putting regular alternatives in their place. I'm not quite ready to go there yet, having invested so much in the set.
In other posts, people have said that the Mannheim Device was worthless. I'm finding it quite useful in STFs, not so much so in PvP. In my opinion, it should be used earlier rather than later. I'll probably find a PvP console to swap with it depending on what I'm doing.
Right now, I'm disappointed with the DPS in PvP. I haven't gone back to my skill points, yet, but I think I'm pretty good there. I won't be min/maxed for this ship, but this toon also flies a Qin, Vor'cha, and B'rel (torp build) and I don't want to cripple them. I'm probably going to have to be satisfied with what I have - a shield tank with moderately good DPS, unless someone gives me a good alternative.
STO Forum member since before February 2010.
STO Academy's excellent skill planner here: Link
I actually avoid success entirely. It doesn't get me what I want, and the consequences for failure are slim. -- markhawman