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Experimental Charal PVP build

dave18193dave18193 Member Posts: 416 Arc User
edited September 2013 in Federation Discussion
Hey all,

Hoping to get some opinions and advice on a set of planned tweaks to my Charal.

The biggest changes over the standard four builds we see so frequently is the removal of one DHC in favour of a the special T5 Hyper Refracting DBB, the swapping of a field generator for an Embassy Flow Caps Console, and possibly swapping out the sole aft Turret for either a set of Tholian Web Mines, or more radically a single Beam Array.

The main purpose of thi build is to do well in PVP whilst not being a particularly skilled pilot. In particular, it is to serve in the role of escort killer, whilst still retaining the ability to harpoon space whales and kill pets (the latter it should be even better at than most, thanks to the Nukara DBB, Nukara T5 Rep ability and the choice of TS3 over THY3).

Heres the build:

Fore:
3 Advanced Fleet Dual Heavy Cannons [Acc]x2,
1 Hyper Refracting Tetryon Dual Beam Bank [Acc]x2
1 Quantum Torpedo MkXI [acc]x2 [CritH] (Would fleet Quantum be better than MKXI? they fleet only come in [acc]x1 flavour)

Aft:
1 Kinetic Cutting Beam.
Tholian Mines OR 1 Refracting Tetryon Beam Array MkXII [Acc]x2.

Omega Hyper Impulse Engine MkXII,
Omega Deflector MkXII,
Elite Fleet Resilient Shield (Resist Disruptor).
Elite Fleet Field Stabilizing Warp Core MkXII, (Batt), AMP, (W>S),

Devices: Shield Batteries, Subspace Field Modulator.

4x Tetryon Pulse Generators MkXI
2 Fleet Mine RCS Mk XII (+Allres), Borg Console, Zero Point Console,
1 Flow Capacitor MkXII (-Th, +Pla), 1 Nukara Console.

3 Conn Officers (Tac Team cooldown). 2 Shield Distribution Officers.

TT1, THY2, CRF2, APO3
BO1, CSV1, TS3.
EptS1, RSP1
Epts1,
PH1, HE2.

As you can see it shares the same basic principle as other builds, only the special dbb is taken for three reasons: firstly, it would grant the 2 piece tholian set bonus, giving +8% to all my tet weapons. Secondly, the refraction helps deal with those infuriating pets. Thirdly the 90 degree arc helps in dogfights with other nimble ships, and can really sting coming of an Overload. I've dropped one copy of TT by employing 3 conn officers, enabling me to use Beam Overload 1. Wish there was a way I could run a higher version without sacrifing cannon powers or APO3.

The torpedo conundrum is obvious. Do I trade my MKXI with [acc]x2 [crith] for a fleet variant? When I looked in the store the best variant was [acc] [dmg]x3. I'm loathed to trade the extra acc and crit for the extra base damage. I suppose the Romulan and OMEGA Torp are also options, though I hear they dont gel as well with torp abilities

Maybe use OMEGA TORP, then use BO3 over THY3, and use THY1 over BO1?

The field Generator has been swapped out for an embassy flow caps console. Itll give serious tet glider and tet proc drain, as well as potentially inflicting a plasma burn (thus forcing the enemy to use their hazard emitters early).

Been thinking about shifting out the second fleet rcs for a plasmonic leech, but I never liked the p2w consoles (is the leech affected by flow caps?)

The next question, and most gnawing, is the second aft weapon.. The KCB is too good to pass up, but there are three contenders for that last slot. Theres the standard [acc]x2 fleet tet turret for obviousness.

On the other hand though, the Nukara Mines are supposed to be incredible, and would make my DBB even better thanks to the 3 piece bonus.

A standard Beam rounds off the choices and may seem like an odd idea. But I've been thinking, by having a limited arc weapon in the back I prevent a turret from eating precious weapon power in a frontal asault (meaning my DHC's and DBB will have more to work with), whilst also giving me a more potent weapon covering my aft. It could sting a pursuing escort with beam overload.

That and it looks more like something the true TV kumari would use (not that matter much).

Sorry for the long post, and thanks in advance for any insight, advice and constructive criticism you guys have to offer.
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Post edited by dave18193 on

Comments

  • rcainxrcainx Member Posts: 0 Arc User
    edited July 2013
    I've don't own this ship, but if I had one, I would use Kyzon, cause the console, tet glider, plas leech, tet proc, is all affected by flow caps, and go
    5 DHC/ 4 DHC, 1 Quantum [CTRH/D]
    Tric mine/ turret, turret
    Same equips
    1RCS, 1 Plasmonic leech/Borg
    4 Embassy Flow caps (+ Shield, since you probably wont be running plasma OR Part gens)
    4 Tetryon Damage

    TT1, CRF1, APO1, DPB3
    /TT1, THY2, CRF2, APO3
    TT1, CRF1, APO1
    EPTE1, RSP1
    EPTS1
    HE1, TSS2

    3 Blue Damage controls, 1 Quartermaster (Batt recharge, i love this doff), 1 Random


    You should drop the Tac team doffs and use damage controls to cycle 2 eptX skills imo, or use 2 purple conn doffs instead of 3 anyways.
    Only use DBB if you have 2 beam skills IMO, in this case you can't
    KCB can take that turret's place if you wanna
    Omega torp, I haven't gotten it yet, so I dont know.


    If you only bought this ship, well, I guess you should just stick for 1 RCS, 1 Neut, Borg console and Plasleech while you put 2 Flow caps in Sci consoles.


    But again, I've never flown this ship so I don't really know, but that's how I'd do it.
    P.s. Don't tell mum but I've never survived a 2 Andorian escort alpha.
    Saving the universe, one game at a time ;)
  • cepholapoidcepholapoid Member Posts: 284 Arc User
    edited July 2013
    I personally prefer the romulan hyper-plasma torpedo over the omega torp. For pvp they are both pretty slow, but if they hit they are quite deadly combined with the embassy consoles. I'm pretty sure the quantum is more effective for pvp overall, and seeing as you run tetryon it will add some extra oomph when timed correctly. I've never used the fleet quantum so I don't really know if its worth loosing two of the best modifiers for it.
    cI5XEZr.jpg
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    Interesting, I have not put much time looking at the Nukara set. I wonder if it would be more useful on Wells with BO and target abilities.
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  • dave18193dave18193 Member Posts: 416 Arc User
    edited July 2013
    I've been thinking of ditching the torpedo launcher entirely for PVP, and instead going 4 DHC's and the special DBB up front, since even a tiny amount of shields renders the torpedo inferior.

    Plus it would run off my heavily buffed tetryon damage.

    Is the torp high yield really THAT much better than a DHC against hull, seeing as the DHC would be running of constantly up cannon abilities, whilst also being buffed by 4 purple tet cosoles and the +8% 2 piece set bonus?

    Losing the torpedo would let me run BO3, as well as a mine ability (probably dispersal pattern beta) and another beam ability, since with 3 Conn officers I can have 100% uptime with a single copy of Tac Team.

    Still not sure. Reckon I'll get the Rom torp for PVE, then test it in PVP (would of course use with 2 PWO doffs for torp conga line awesomeness. use and love them KDF side on my Vor'Cha, but thats running a dedicated build)

    I don't much like Emergency Power to Engine tbh (only because it gets in the way of emergency power to shields), so I reckon I'll pass on damage control doffs. Its not as if there are other options for ensign engi powers, so I dont mind running two copies of EptS.

    Thanks so much for all your advice guys, any more nuggets always welcome and appreciated.
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  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    dave18193 wrote: »
    I've been thinking of ditching the torpedo launcher entirely for PVP, and instead going 4 DHC's and the special DBB up front, since even a tiny amount of shields renders the torpedo inferior.

    Plus it would run off my heavily buffed tetryon damage.

    Is the torp high yield really THAT much better than a DHC against hull, seeing as the DHC would be running of constantly up cannon abilities, whilst also being buffed by 4 purple tet cosoles and the +8% 2 piece set bonus?

    Losing the torpedo would let me run BO3, as well as a mine ability (probably dispersal pattern beta) and another beam ability, since with 3 Conn officers I can have 100% uptime with a single copy of Tac Team.

    Still not sure. Reckon I'll get the Rom torp for PVE, then test it in PVP (would of course use with 2 PWO doffs for torp conga line awesomeness. use and love them KDF side on my Vor'Cha, but thats running a dedicated build)

    I don't much like Emergency Power to Engine tbh (only because it gets in the way of emergency power to shields), so I reckon I'll pass on damage control doffs. Its not as if there are other options for ensign engi powers, so I dont mind running two copies of EptS.

    Thanks so much for all your advice guys, any more nuggets always welcome and appreciated.

    I dislike BO3 because it misses too often for the BO skill level you waste.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • rcainxrcainx Member Posts: 0 Arc User
    edited July 2013
    Now I like to go with 2 BO because you can only roughly time it due to only one fire all energy weapon button, so you can't time the spike, you can only roughly spike, and only kinda random spike per 30 secs seems pityful, that's why I use 2 BOLs.
    On the other hand, torpedos only works on hull, but you can time it very well, so yeah, pick your weap with your stlye :D
    Saving the universe, one game at a time ;)
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2013
    I know this is a little old for a thread, but if you run a dual beam bank, and you can't time the spike, wouldn't an easy solution be to turn OFF auto-fire for that DBB? Leave all the other guns on auto-fire, then when you're fighting you're hitting "fire all phasers" repeatedly, but you can hold off firing until you get your BO charged and ready. The rest should continue firing, and you can "fire all phasers" to trigger the DBB.

    Just thinking about it, it seems that might work.

    Unless it's impractical for some reason?
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited September 2013
    This is the set up I've used...

    http://skillplanner.stoacademy.com/?build=andorianbuildhelp_0


    You only need 2 purple TT Conn officers for 100% uptime on one copy, 2 purple damage control doffs will give you around 90% uptime on 2 copies of EPtX and get the new doff that adds resistance when you use Aux2Damp.

    /\
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited September 2013
    My addition to this thread:

    The build I'm using at the moment ..... and necro thread :rolleyes:
    I had to give HE up for this build, which I can feel when fighting the borg.
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • ussboleynussboleyn Member Posts: 598 Arc User
    edited September 2013
    stoutes wrote: »
    My addition to this thread:

    The build I'm using at the moment ..... and necro thread :rolleyes:
    I had to give HE up for this build, which I can feel when fighting the borg.

    I'm sorry to say this but that build is awful!!!

    Aux2batt when you are using 2 of every tac power?

    If you want to cycle 2 different EPtX use damage control doff

    /\
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited September 2013
    It might be awful, but A) cubes are mostly gone in the first or second pass, B)my survivability is improved.

    Last tuesday I was being alpha'd multiple times by two roms at kerrat; i didn't die once (came close to 7% hull though; they had battlecloak + tranny build), they did die every. single. time.

    Awful or not, it works.

    EDIT: Please, if you think it could be improved, do show me a correct build by reposting a new skillplanner build plan.
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited September 2013
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