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mirror vo'quv pve contraband harvester

skollulfrskollulfr Member Posts: 5,407 Arc User
edited May 2013 in Klingon Discussion
i got a mirror vo'quv & put slaver wings on it for harvesting contraband.
only problem is that... the ship seems very squishy. having some success running it through stf's as a tric thy boat with high aux, but its not working out so well compared to my other ships.

thinking il put the mk11 honor set for the torp bonus

http://skillplanner.stoacademy.com/?build=squishyvoquv_0
advice?
startrek online - to seek out new life, and seduce or kill it.
heh heh
Post edited by skollulfr on

Comments

  • twamtwam Member Posts: 0 Arc User
    edited May 2013
    I ehm... I don't know what to tell you. I never thought of that particular ship as squishy. I tend to tank elite gates and tac cubes in mine.

    I *think* I run non set covariant shields [cap][reg] and positon deflector [sif][shds][stl], but either full borg or ful honor guard should be a very noticable improvement.

    Then maybe something like this: http://skillplanner.stoacademy.com/?build=tempvoquv_0
    With sufficient tac team Conn officers to double up on your tac team.

    If that doesn't help, try reevaluating your skill tree and power levels. I run 65/25/25/85 on mine, which translates into some 72/68/48/103, or something like that, in real use.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited May 2013
    The weapons and BOFF layout looks like you're trying to get more directly into the fight with it, rather than use it as a support platform with some distance. Plus on the equipment I'm not sure about 4 armor consoles (diminishing returns and all), and the Jem deflector is not much use unless you're using polarons or want the 3-piece ability. I've seen more successful results with an all BA or all turret weapons layout, and dropping that useless Tyken's Rift for GW3 with all its STF uses. Ultimately though I imagine its more a question of tactics than anything else.
  • deadspacex64deadspacex64 Member Posts: 565 Arc User
    edited May 2013
    + what reginamala78 said with some additions

    grav well is must have for trico aoe's to hit as much as possible at once. also helps with keeping multiple ships together for when a warp core blows. i run contra farmers, 2 voq and a karfi. one voq has the full jem set with dominion BA polarons. somewhat underwhelming...looked good on paper though, in stf's just doesn't live up to expectations.

    hg for that damage boost for you would work out better, the disruptors are a good way to go as well once you get to hull and the debuffs count those heavy tricos could be one shot on crit. though...you don't really need them as the slavers have disruptors. plasma, phased tet, though depends on how much you have in flow caps. if nothing, plasma.

    you just don't have much in the way of defense, engineering teams are nice and all, but HE is better, as it doesn't interfere with TT's cd...and you really don't want to try and hull tank. 2 rsp's epts, etc. never let anything reach the hull. heavy plasma crits, invizi torps...just never a good idea to have a facing down.

    i go he1 he2, gw1, gw3. the more immobile something is, the lower it's defense, and the nice fact that it isn't going anywhere for a bit, and as i said above, if in a group all aoes effect everyone nearby.

    just seems a really inefficient build, i keep flipping to your planner page and back to here. you have primary damage in a 90 forward arc, yet have BA's and not turrets aft. use aoe torps and have nothing to bunch up enemies to share the radioactive love.

    though...really want to try out a phased tet build now :p , single cannon fore + 2 trico's, 3 aft turrets, . tt1, csv1, hy3

    apa> grav well3> HY3, and time csv to tear up shields right before the trico hits. phaser proc might even take shields offline for the fireworks. wouldn't bother with energy weap consoles, just trico consoles. pahsed tets are just for the procs. be slow with the torp cd's, but could hit seriously hard. 2pc HG set for that torp bonus as well...siege vo'quv
    Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
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  • tom61stotom61sto Member Posts: 3,667 Arc User
    edited May 2013
    My thoughts are pretty much in line with everyone else's. The Jem Deflector has nothing that helps tanking, Positron or Adapted KHG would serve you a bit better with tanking, and KHG would help with that some while still being pretty good boost for your Sci abilities. For Tac Team, you should have two copies or the DOffs to reduce the cooldown to global.

    A potential trouble I see via your BOff powers is that you have Tractor Beam, if you tractor something you're very close to the splash range for High Yield Trics, and can get one going off in your face, particularly if you're moving forward at the time.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2013
    skollulfr wrote: »
    i got a mirror vo'quv & put slaver wings on it for harvesting contraband.
    only problem is that... the ship seems very squishy. having some success running it through stf's as a tric thy boat with high aux, but its not working out so well compared to my other ships.

    thinking il put the mk11 honor set for the torp bonus

    http://skillplanner.stoacademy.com/?build=squishyvoquv_0
    advice?

    Some inputs:

    If you want defense, Jem'Hadar space set is among the worst you can do.
    1. The deflectors are among the worst you can equip for a ship that will get hit alot. Except for Inertial Dampers, it does nothing else for defense: No bonus to shield system, shield emitters, structural integrity, etc.
    2. The set's deflectors, statistically look great. Resilient shields + extra energy AND kinetic resists. What's not to like, right? Shield points. The shield is very low in shield points. It's tough, but it does not give room for prolonged fire or massive hits that come with a slow moving ship like cruiser or carrier.
    The Jem'Hadar Space Set is ideally suited for Escorts or fast moving Science Vessels that want a touch of science related boosts. The shields are tough but rely on the defense bonus of fast moving craft to minimize hits on these shields.

    For a tough, but relatively easy set to acquire that gives your ship toughness, is to go with either a 2 or 3 piece Borg Set.
    -- 3 pieces gives you some great procs for additional hull and shield heals, in addition to the Borg Tractor, which the set reinforces with alot of Graviton Gen bonuses.
    -- 2 pieces, namely the deflector and engine. This still gives the proc for hull heals. Some don't like the Borg Regen Shields, however. So you have the option of throwing on your preferred shield in its place. Fleet Elite Shields for example fit quite well with this setup.

    Science BOFFs, if you're looking to defenses:
    - I'd recommend getting HE3 in there in place of the tractors. HE, as someone mentioned, will not conflict with ___ Team you have. It gives a hull HOT as well as a small resist bonus.
    - Tykien's Rift is useless. The drain isn't worthy, the gravity pull is terrible. TR used to be good when this game first came out, but it got nerfed. Go Grav Well 3 instead. Most especially if you mount the easily accessible Borg Set (2 or 3 pieces), which make the ship tough but high bonus towards Graviton Generators, which GW relies on.
    - You lack Polarize Hull. It gives no healing, but it gives a significant resist bonus. More importantly, it gives you immunity to Tractors while it is on. For STFs this can be a big deal if you find yourself within range of structures and cubes that tractor you, which sets you up for a nasty shot.
    - For a defensive SCI selection, I'd suggest: PH1, TSS2, HE3, GW3. Gives you the foundations to cover a variety of situations.

    ENG Consoles - If you want Armor, I'd suggest 2, maybe 3 Neutroniums. 3 is pushing it with the diminishing returns. You could probably go for a SIF Generator for a bonus to hull repairs.

    Weapons Outfitting: GW3 + Tricobalt Torpedo Spread is an awesome combination in PVE. I think having that 2nd Tricobalt Launcher up front is a mistake, though I do understand why for an alternate launcher while the other is on CD. You selected beams for wide coverage but went heavy with torpedoes up front. The mine selection also shows you intend to go close, which the Vo'Quv isn't really that good for doing, and quite dangerous in Elite STFs. Some suggestions:
    -- PVE & PVP safe: 2 beams front and back, torpedo front and back. This gives you the chance to broadside a bit, circling the target, and most importantly, this gives you the chance to keep that throttle high so your ship is going faster and getting SOME defense bonuses for not standing still. While your moving, when the torps are ready, you can gradually turn towards or away to present the tubes to fire, turn into a circular pattern again at fast speeds, and keep broadsiding. This build and tactic keeps you moving.
    -- PVE only but potentially riskier: 2 DBBs up front + 1 torp forward + 3 turrets aft. Park the Vo'Quv at a safe spot and far enough, and blast away with the ship pointed towards the target area. Your firepower is fully maximized forward. I know a friend who does this with 2 DHCs up front for his PVE only Vo'Quv, but that idea never sat well with me. It implies getting within 5k range, just in range of the worst of Elite STF enemy abilities. This is more ideally suited for large structures and ships like a Cube. In PVE you can get away with this but NOT in PVP. Warning though: If you do that "Park and Fire" tactic, you are standing still and have no bonuses to defense via movement. You will always get hit.
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  • ajma420ajma420 Member Posts: 0 Arc User
    edited May 2013
    I know why you think the Vo'quv is squishy, and frankly, I feel the same way. this is just my opinion but I think the Vo'quv was not meant to be a tank but more of a sci ship like the catian carrier. in my experience, my Neghvar and Vor'cha can take much more abuse than my carrier (and it may be the fact that defense is dependent on speed)

    If you want a tank, go buy a mirror Vor'cha or Negh'Var - slap a few DHCs and an RCS or two on there and you got a tank with some serious damage potential

    If you are dead-set on the Vo'quv, use a 5/6 turret/single-beam setup. dont rely on the slavers for contraband, just use doff assignments and use B'rel/B'roth BoPs as a hangar. Then, go to your fleet's store and get some [-Th] consoles that way, enemies focus on your hangars and not you. the trick with a ship like the Vo'Quv is to keep the enemy's attention off of you so BOff powers like scramble and jam sensors are a good idea. also, lok into the Antimatter spread console (purchasable via exchange for KDF as console pack/lock box reward)

    Here is my Negh'Var build
    http://skillplanner.stoacademy.com/?build=nvajma420_0
    Vo'Quv
    http://skillplanner.stoacademy.com/?build=vqajma420_0
    Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

    Ajma420 - Lv 50 Tac - Pride of the Federation
    Catherine The Great - Lv 50 Tac - Pride of the Empire
    Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
  • ajma420ajma420 Member Posts: 0 Arc User
    edited May 2013
    if you really want a more attainable (cheaper) tank build here's my old plasma setup

    http://skillplanner.stoacademy.com/?build=easyvoquv_0
    Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

    Ajma420 - Lv 50 Tac - Pride of the Federation
    Catherine The Great - Lv 50 Tac - Pride of the Empire
    Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
  • velquavelqua Member Posts: 1,220 Arc User
    edited May 2013
    In my experience, the Mirror Vo'quv does not tank well as the Vo'quv, so if you can, get the Vo'quv. Also, select BOFF abilities that heal the ship and slide your power towards shields. I have a BOFF that has Transfer Shield Strength 3 and Feeback Pulse 3. I have another BOFF that has Aux to Hull Integrity 3 as well as an Eng Team. Hope this helps. :)
    18662390068_f716cd60e3.jpg
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2013
    ajma420 wrote: »
    I know why you think the Vo'quv is squishy, and frankly, I feel the same way. this is just my opinion but I think the Vo'quv was not meant to be a tank but more of a sci ship like the catian carrier. in my experience, my Neghvar and Vor'cha can take much more abuse than my carrier (and it may be the fact that defense is dependent on speed)

    If you want a tank, go buy a mirror Vor'cha or Negh'Var - slap a few DHCs and an RCS or two on there and you got a tank with some serious damage potential

    If you are dead-set on the Vo'quv, use a 5/6 turret/single-beam setup. dont rely on the slavers for contraband, just use doff assignments and use B'rel/B'roth BoPs as a hangar. Then, go to your fleet's store and get some [-Th] consoles that way, enemies focus on your hangars and not you. the trick with a ship like the Vo'Quv is to keep the enemy's attention off of you so BOff powers like scramble and jam sensors are a good idea. also, lok into the Antimatter spread console (purchasable via exchange for KDF as console pack/lock box reward)

    Here is my Negh'Var build
    http://skillplanner.stoacademy.com/?build=nvajma420_0
    Vo'Quv
    http://skillplanner.stoacademy.com/?build=vqajma420_0

    The OP wants a Contraband Harvester, meaning he needs to use 2 Orion Slaver units. Meaning he is going to use a 2-hangar carrier for that job. Neither of those 2 ships and builds has nothing to do with what the OP wanted.
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  • ajma420ajma420 Member Posts: 0 Arc User
    edited May 2013
    The OP wants a Contraband Harvester, meaning he needs to use 2 Orion Slaver units. Meaning he is going to use a 2-hangar carrier for that job. Neither of those 2 ships and builds has nothing to do with what the OP wanted.

    If you read my post it explicitly said "dont rely on the slavers for contraband, just use doff assignments and use B'rel/B'roth BoPs as a hangar."

    Advanced Slavers are not very efficient as a carrier pet. Although they sometimes get commodities and ECs, they VERY RARELY pick up a contraband (I avg like 1 per hour of gameplay). The 45min and 2hr DOff assignments yield between 1 and 5 contraband and I can do up to 10 at a time. Using only DOff assignments, I avg around 20-30 contraband per day. Slavers only yield 1-2 per day.

    The main message of my post is that you can't have both a battle-oriented Vo'Quv AND Slavers. It is my view that Hangar pets on the Vo'Quv are to be used to distract enemies from targeting the player, and I don't believe slavers perform that task very well (which is why I think the OP was saying they felt squishy). And If you read my later post, I offered a "more attainable (cheaper) tank build," which includes advanced slavers, but it is not as formidable as the one in my first post.

    http://skillplanner.stoacademy.com/?build=easyvoquv_0
    Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!

    Ajma420 - Lv 50 Tac - Pride of the Federation
    Catherine The Great - Lv 50 Tac - Pride of the Empire
    Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
  • sardizasardiza Member Posts: 0 Arc User
    edited May 2013
    Sorta agree with ajma420; either variety of Vo'quv isn't going to be that great of a Slavers-centered contraband harvester. That's because either ship, without good pets, are kinda bad on their own.

    However, I had good contraband return running 2x Slavers on my Kar'Fi, but that's because you can build the Karp to be a vaible escort-esque heavy cannon slammer with crazy sci stuff; where you're not too worried about what your pets are doing (or not doing). Same with the Jemmy Dread. Alas, these aren't as easy to come by carriers.
  • blafiblafi Member Posts: 68 Arc User
    edited May 2013
    Mirror vo'Quv with an a2b build is all but squishy. And slavers should yield more then 1-2 per hour.

    If you really want to asses the drops you do have to count all other commodities and energy credits the slavers get for you. It's a roll just like any other loot. Basically you should be stealing something from every other target at least.

    And this might just be coincidental, but the Spoonheads in the Chos nebula tend to yield more contraband then other instances.

    moradum: I got banned for saying "I started my day with cutting off 3 MM off of the bottom of my cabinet"
    http://www.elitedefensestarfleet.com
  • blockbustersblockbusters Member Posts: 0 Arc User
    edited May 2013
    My theory is that the Elite Slavers will offer a higher drop rate of contraband
    I'm the guy that uses unconventional builds, and don't fall to the normal. I also don't believe in "No-BS" TRIBBLE, it's in the game, it's ready to be used. Think Clint Eastwood in Heartbreak Ridge.
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