Recently a friendly fleet has unlocked the KDF T5 shipyard (yay!) and given me access to it.
Now I'm thinking of 2 builds:
An
A2B Fleet Tor'Kaht or an
A2B Fleet Negh'Var.
The KHG gear could be exchanged for anything else MKXII in case of.
Also I could run DHC's but I've found beams to be better in dealing damage to multiple opponents like in Ker'rat or ESTF's.
Doffs:
3 purple techs
1 purple warp core engineer
1 purple hazard system officer
Any suggestions on what to pick and why?
P.s.
1) Any other advice is also welcome.
2) My current ship is a Hegh'Ta BoP but I'm fed up with being one shotted by Borg and danoobed to death by Vesta's..
3) It's mainly for PvE with an occasional PvP
Comments
I fly it like an overgrown escort, using MK XI gear (Jemmy engines and exchange stuff, no rep gear yet) and it's a mighty beast. 3 DHCs and a Qtorp fore, 4 turrets aft, and it's survivable against all save Borg Trollpedos. It's tendency to "drift" in turns did take a little getting used to, but I think it may be the most enjoyable ship I have yet flown in my 2+ years in this game.
As much as I love it, I cannot speak for it's performance in PVP, as I only like to do that with a battle cloak :P
It rocks even in PvP. It has the a ton of durability/ staying power. I wouldn't recommend a AuxtB build though. It really doesn't have enough eng slots to spare and has enough tac slots you really dont need it that much. About the only problem I have is keeping nible fedscorts off the rear end at times. The LCDR slot needs to be APO and consider an auxtD to get better turn. 3 evasive manuver CD doffs help alot as well. It really is the creme de la creme of battlecruisers.
And I know a thing or two about a2b, Tork with A2B is an awesome ship. To get the highest dps do a beam boat, you can try a dual beam in front as tork has good enough turn rate.
My klingi engineer does 10k dps in a nanite disruptor build, and flies with +170 threat, very very tanky.
I dont have the mk xii purple tac consoles which adds another 16% dps.
A rom plasma build with rom consoles will add another 15% dps as well.
Fleet Commander - Access Denied
First Officer - Naw'Tem
Any specific reason why you don't like A2B builds?
The Negh'Var doesn't have that specific problem as it's more engy based. Only thing that I would really miss on my suggested Tor'Kaht is HE of some sort. PH would be nice too, but I guess I can swap APB with APO if I really need to get free of tractor spams.
If I look at my FAC which also runs dual A2B, the turn rate isn't really a problem with people being behind you except you might not have the broadside arc needed to pummel them to death, but nothing a good Borg tractor beam can't fix there.
With the suggested setups that might become a small problem because I've got nothing to pin them down with. On the other hand the Tor'Kaht has +3 turn rate over the FAC and the Negh'Var +2 so that should help a little.
So far not many people seem to like the Fleet Negh'Var, any specific reason?
The engineering heaviness mostly. Its just a cruiser. A big nasty definately-Klingon cruiser, but in the end it'll be little different from the standard Negh'var or even a lot of Fed cruisers. It can tank and heal well, but if you want to make a DPS monster out of it, there are better choices at the tier and price range.
The Tor'kaht on the other hand, is the evil love child of a cruiser and a raptor. With a good turn rate and tac stations, it can put out around the same damage as a raptor (give or take), plus shrug off the sorts of hits that make raptors need to briefly withdraw to heal up. Its popular because its almost unfair just how good a ship it is.
As to the A2B question, with even just a single A2B1 with a trio of technicians, you can cut your cooldowns by almost a third, enough to have two always-on EPTx skills, plus generally have your tac skills whenever you want them, and still have aux power 2/3 of the time. If you want dual A2B for the slight extra energy, then its not a good ship for that, but for just fixing cooldowns a single works fine.
Tor'kaht does not need an A2B build.
Lt. Uni goes to science, with a PH and a HE or TSS, up to you.
Instead of A2B use 1 slot for A2D with a doff. The doff will enhance the ability's time but also give resistance to energy damage, besides the standard kinetic resist, buff up turn rate and speed.
Warp core with either W->E or W->A, why? either enhance speed and turn with the first or enhance the A2D.
Fore: 4 DHC
Aft: 3 turrets, 1 Kinetic beam(I know it is a horrible weapon, you go for the 2 piece bonus resistance paired with assimilated console)
For Com. Eng. change to EWP or ExS.
Remove 1 field from science and put plasmonic. Put a RCS console in the empty Eng console slot.
Keep APB for pve but APO for pvp.
For the Fleet Negh, I would change the DEM 1 with EWP or ExS. Also the EptS 1 with an ET. When you ran a A2B build with 3 tech doffs you do not need to have 2 copies of any ability. Most, if not all 30-45sec abilities are going to global when A2B is activated.
Switch 1 neu for an RCS. You can go with DHC as well, 3 this time, keep the torp. 3 turrets aft.
Remember you are not flying a Fed escort to be restricted to beams, with base turn rates at 10 and 9 take advantage of the benefits from RCS consoles and soon the Dil. mine consoles to boost their turn rate and use DHC.
Finally 2 piece Borg or Adapted KHG set. If you do not have a Elite Fleet shield you can either use KHG or Adapted KHG.
KDF Eng: Boreas I.K.S. Demonon Nemesis {Fleet: HoS}
Rom Sci: Crius I.R.W. Noctem Aeternus {Fleet: LoS}
Fed Tac: Kronos U.S.S. Xibalba, I.S.S. Theogonia{Fleet: HSF}
I would think that the Fleet Negh'var might be slightly better suited to Aux-to-Bat since it has more Eng slots.
KDF Tac: Bortasqu' Tactical
Fed Tac: Fleet Gal-X
Keep those big guns a-thunderin'