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Temporal Destroyer PvP Build Help

uglydiseaseuglydisease Member Posts: 33 Arc User
edited March 2013 in PvP Gameplay
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.

Heres what Im working with right now.

Front: Anti-Proton Dual Heavy Advanced Fleet Mk XII, Chroniton Torp., Temporal Device, Chroniton Dual BB

Rear: Kinetic Cutting Beam. 2 X AP Adv. Turret

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

Bridge:
Transf. SS 1, Hazards 2, Gravity Well 2
EmPwrToS 1, RevSPol 1,
TT1, H.yeild 2, omega 1, RapidF. 3
TT1, TorpSpread 2
EmPwrToS 1

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.
Post edited by uglydisease on

Comments

  • jornadojornado Member Posts: 918 Arc User
    edited March 2013
    sto-forum.perfectworld.com/showthread.php?t=427091

    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.
    [SIGPIC][/SIGPIC]
    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.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited March 2013
    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.

    Heres what Im working with right now.

    Front: Anti-Proton Dual Heavy Advanced Fleet Mk XII, Chroniton Torp., Temporal Device, Chroniton Dual BB

    Rear: Kinetic Cutting Beam. 2 X AP Adv. Turret

    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

    Bridge:
    Transf. SS 1, Hazards 2, Gravity Well 2
    EmPwrToS 1, RevSPol 1,
    TT1, H.yeild 2, omega 1, RapidF. 3
    TT1, TorpSpread 2
    EmPwrToS 1

    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:
  • uglydiseaseuglydisease Member Posts: 33 Arc User
    edited March 2013
    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.
  • jornadojornado Member Posts: 918 Arc User
    edited March 2013
    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
    [SIGPIC][/SIGPIC]
    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.
  • uglydiseaseuglydisease Member Posts: 33 Arc User
    edited March 2013
    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.

    1 chrono DBB, 3 AP DHC, 2 turrets, 1 Temporal Disruption Device

    TT1, CRF1, CRF2, APO3
    TT1, BO2

    EPtA1, RSP1,
    EPtS1

    TB1, HE2, TSS3


    equipment

    borg deflector
    borg engine
    maco/khg shield

    consoles

    1 nutronium, 1 EPS

    zero point, borg, Tachyokinetic Converter, Tipler Cylinder

    4 AP damage consoles

    doffs

    2 damage control doffs, 2 attack pattern doffs, 1 BFI doff

    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.
  • corbinwolf#9797 corbinwolf Member Posts: 565 Arc User
    edited March 2013
    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.

    Heres what Im working with right now.

    Front: Anti-Proton Dual Heavy Advanced Fleet Mk XII, Chroniton Torp., Temporal Device, Chroniton Dual BB

    Rear: Kinetic Cutting Beam. 2 X AP Adv. Turret

    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

    Bridge:
    Transf. SS 1, Hazards 2, Gravity Well 2
    EmPwrToS 1, RevSPol 1,
    TT1, H.yeild 2, omega 1, RapidF. 3
    TT1, TorpSpread 2
    EmPwrToS 1

    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)
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited March 2013
    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:
  • jornadojornado Member Posts: 918 Arc User
    edited March 2013
    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.

    Cheers!
    [SIGPIC][/SIGPIC]
    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.
  • s7ikes7ike Member Posts: 0 Arc User
    edited March 2013
    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.
  • uglydiseaseuglydisease Member Posts: 33 Arc User
    edited March 2013
    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.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    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
  • jornadojornado Member Posts: 918 Arc User
    edited March 2013
    The snag being that TSS3 is virtually impossible to get given that it can only be obtained from a bridge officer that has it.

    Yeah I opted to do HE3 and TSS2 for that reason.
    [SIGPIC][/SIGPIC]
    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.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited March 2013
    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.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited March 2013
    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 run anything borg then use the 2 piece,,eng/def,,,with your choice of shields.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited March 2013
    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.
  • jornadojornado Member Posts: 918 Arc User
    edited March 2013
    maximus614 wrote: »
    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.

    Cheers!
    [SIGPIC][/SIGPIC]
    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.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited March 2013
    jornado wrote: »
    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.
  • davidfloresiidavidfloresii Member Posts: 0 Arc User
    edited March 2013
    http://youtu.be/y2iEkUEOyMQ

    Watch my vids for ideas.
  • jornadojornado Member Posts: 918 Arc User
    edited March 2013
    maximus614 wrote: »
    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 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!
    [SIGPIC][/SIGPIC]
    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.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited March 2013
    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.
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited March 2013
    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
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    crusty8mac wrote: »
    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.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited March 2013
    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 ?

    Call me curious, am looking to buy a Krenn soon.
    KBF Lord MalaK
    Awoken Dead
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    Now shaddup about the queues, it's a BUG
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited March 2013
    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
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited March 2013
    lordmalak1 wrote: »
    either.

    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
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited March 2013
    crusty8mac wrote: »
    If the Attack Pattern Doffs keep APO up all the time, there is no need for any other tractor breakers.

    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.
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited March 2013
    praxi5 wrote: »
    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:
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    crusty8mac wrote: »
    If the Attack Pattern Doffs keep APO up all the time, there is no need for any other tractor breakers.

    Its only up half the time... Still ya its pretty much as good as immune. You really don't need much else.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited March 2013
    praxi5 wrote: »
    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
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited March 2013
    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
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