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Carrier Build help

chulaksaviour1chulaksaviour1 Member Posts: 26 Arc User
edited August 2013 in Klingon Discussion
I Rolled a Klingon toon a while back and left it, I came back to it and fancied running this one a bit differant, bored with all the pew pew bang bang of escorts I decided to run more science based set up. Bare in mind my toon in a tactical captain. Anyway here is my current build (I've specced for science in my skills):


Ship: Vo'quv Carrier

Fore Weapons:

Dual Phased Tetryon Beam Bank MK Xx2 Photon Torp MK X

Aft Weapons:

Phased Tetryon Beam Arrayx2 Quantum Mine Launcher MK X

Deflector:

Tachyon Deflector Array Mk X [InC] [SubD] [Stl]

Impulse Engine:

Impulse Engines Mk X [Full]x2 [Turn]

Shields:

Shield Array Mk X [Cap] [Reg]

Warp Core:

Overcharged Warp Core Mk X [Coi] [W->E] [ACap]

Consoles
Tac: Tetryon Pulse Generator Mk X

Science: Field Generator Mk X, Shield Emitter Amplifier Mk X, Particle Generator Mk Xx2

Engineering: RCS Accelerator Mk Xx2, Neutronium Alloy Mk X

Officer Skills
Lt Com Tac: Tac Team I, Beam Overload II, BFAW III
Lt Com Eng: EngTeam I, RSP I, Directed Energy Mod II
Comm Sci: Tachyon Beam I, Tractor Beam II, Feedback Pulse II, Grav Well II
Lt Sci: Hazard Emitters I, CPB I

I'm thinking of replacing the CPB to hazards II
When I get to Level 50 going for the adapted Maco Set with the Assimilated console and Cutting beam in the back.

Obviously I've gimped myself with the Tactical toon, but I like a challenge :)

My key aim was for a shield stripper build my other science BO has Tykens Rift and energy siphon in the Lt Commander and Commander slots.
This is my first time flying a carrier and its taking a bit of getting used too with the Inertia, its like pushing an object through syrup haha.
The distinctiveness of your ice-cream, will be added to our own. Resistance is brain freeze

Playing Since Jan 2011
Post edited by chulaksaviour1 on

Comments

  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    See the thing is a Vo'quv works as a Tac ship.

    Your obviously a Fed player mainly. The Klingon Honour Guard set is a lot easier to get than the Adapted MACO. It's the same thing of course.

    I run Romulan Hyper Plasma Torpedo, Experimental Beam Array (0 Power useage) and a Romulan Plasma Dual Beam forward.

    Kinetic Cutting Beam and 2 Beam Arrays aft.

    I feel I get the most bang for my bucks with the Romulan beams, Disruptor and Plasma procs, a Beam that uses no power and comes with a 2m built in BO like power (3pc set bonus) and wonderfully spammable torpedoes. Since the Nukara Console provides +10% Accuracy I run [CrtH]x2 on the beams.

    The KHG set is awesome for Carriers. Working on replacing my MK X deflector with a Mk XII.

    As to consoles give up the RCS, your increasing one of the lowest base rates in the game it's a lost cause. Get 2x Neutronium. I use a Monotanium which will be replaced with a Leech soon.

    I'm running the Assimilated Module, Zero Point, Nukara Particle Converter and of course the 2x Plasma Infusers in Tac. I think my other Console is a Particle Generator.

    I feel your BOFFs are a little off.
    Tactical
    TT1 > BFAW1 > Beta Pattern. Beta Pattern helps your Hangers and Beam Overload chews up too much power which you don't have.

    Engineering
    EPtS1 > Aux2Sif > Eject Warp Plasma

    Science
    TSS1 > TBR1 > CPB2 > GW2
    PH1 > HE2

    Combine BFAW, Beta, Gravity Well, Charged Particle Burst and Eject Warp Plasma, they are stuck in a gravity well, their engines are dead and they are on fire with no shields and 4 BoPs circling for the kill.

    I find Feedback Pulse too weak to be of any use, I tried it for awhile but found it lacklustre.

    I run 75W / 50S / 50E / 100A roughly, Aux keeps my hangers ready to redeploy and my Sci abilities at Max.

    I'm looking at the way your trying to fly this, with a 90degree front arc and 270 rear leaving zero overlap. My Config puts 3 Beams and a Kinetic on every angle but the rear. I also run a [A->W] Core to boost my weapons power.

    Tractor Beam Repulsors are not for every situation, but against buildings, or unshielded objects (like the Nukara webs) they will shatter them in moments.

    My future upgrades other than a D-Mine Enhanced Neutronium would be finishing the Romulan Plasma beams I lack 2 and the Mk XII Deflector. I'd love to get some Elite BoPs and Siphon Drones, Since Slavers got Nerfed so hard I'm not going to bother now.

    Orion Interceptors are another great choice. But that involves purchasing a Decroit FDC.

    Disclaimer: I currently use the Mirror Vo'quv but intend to migrate back to the normal Vo'quv when I can get some more BOFF space. Essentially the difference is the the Lt and 1 Console being Engineering in the Mirror and Sci on the Regular.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
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  • chulaksaviour1chulaksaviour1 Member Posts: 26 Arc User
    edited August 2013
    I've seen a few people go with the KHG set for carriers and I think I will go with that, I am tempted to just go beam arrays instead of the dual beams. Keeping everything in that 90 degree arc is troublesome.

    Would it be worth it, if I tossed the photon torp out for another array and just letting my B'rels do the damage I wonder?

    My boff layout did seem a bit off the spike damage from BO didnt seem worth it for one, unless I used energy siphon from my other sci boff. And after playing around with FBP for a while, I dont seem to be getting anything from it.

    Thanks for your suggestions I'll try them out and post results :)
    The distinctiveness of your ice-cream, will be added to our own. Resistance is brain freeze

    Playing Since Jan 2011
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited August 2013
    Wow you really don't need to spend that much grind time or insane amounts of money on a voquv for it to be a deadly beast

    I run mine with single cannons and turrets I prefer eng over more sci so I run the mirror version

    I have fleet adaptive shields and the Borg 2 piece that's the only rep gear I have and it tears things to shreds the best power to use is dem2 with those new leaching single cannons is great
    ----=====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:
  • similonsimilon Member Posts: 0 Arc User
    edited August 2013
    I've seen a few people go with the KHG set for carriers and I think I will go with that, I am tempted to just go beam arrays instead of the dual beams. Keeping everything in that 90 degree arc is troublesome.

    I run mine with Dual Cannons, and don't have trouble aiming - a 90 degree arc seems massive :P
    Would it be worth it, if I tossed the photon torp out for another array and just letting my B'rels do the damage I wonder?

    If by "B'rels" you mean B'Rolths (or whatever-the-elites-are-called) Then definitely. ;)
    No reason why you can't do a bit more, but if you are concerned about menauverability, then the tight firing arc of a torpedo will require you to slip out of broadsiding quite often - may as well go for dual beams for simplicity... Or you know, Dual Cannons ;)
    My boff layout did seem a bit off the spike damage from BO didnt seem worth it for one, unless I used energy siphon from my other sci boff. And after playing around with FBP for a while, I dont seem to be getting anything from it.

    Thanks for your suggestions I'll try them out and post results :)

    I always favoured Energy siphons over most other abilities, on my carriers anyway. I'd recommend you give it a try.
    ___________________________
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  • seitei1seitei1 Member Posts: 131 Arc User
    edited August 2013
    I also run a Tactical in a Vo'Quv. I also possess a Mirror Vo'Quv. My advice is coloured by my mostly PvE playstyle. The general thought is: You can't rely on someone else, so you have to be able to fend for yourself.

    You have the ability to run 6 beams without power issues. I feel there's no reason not to do so. Or rather, 5 beam arrays plus the Kinetic Cutting Beam(Which everyone should have if at all possible, if only for the Set Bonus). Torpedoes aren't great for a Vo'Quv. Mines are feasible, but...why bother when the Kinetic Cutter is there? No reason not to play Broadsiding with the Vo'Quv's turning.

    You have the room for Attack Pattern Omega. Consider doing so. If only for movement's sake. Omega, Delta, Beta, your choice.(Remember you have one of the heaviest hulls, so face-tanking is very viable) So it'd look something like Tactical Team 1/Beam Fire At Will 2/(Attack pattern of choice). I prefer Omega. Overload isn't really a great option.

    Your Shield can be replaced with the Jem'Hadar Resilient Shields from the mission 'Boldly They Rode'. Very effective shield.

    Emergency Power skills. WHERE ARE THEY? Those things are pretty much standard issue. One Weapons, one Shields. You can keep DEM if you'd like, or put Reverse Shield Polarity in. You could also drop Engineering Team and take a high-rank Auxiliary to Structural for healing's sake. You can even cast it on others, and it grants some damage resistance. So it'd look something like Weapons 1/Shield 2/Aux2Struct 2 on your Engineering.

    Science Skills: There are three skills I consider essential. Hazard Emitters, Science Team, and Transfer Shield Strength. You have one of these. I say get the other two. After that you're free and clear to choose what you wish. Energy Siphon's a decent bet.

    If you're intent on sticking with Tetryon(And well you might, most energy types play the same) look into the Nukara reputation; there's a set bonus in there that boosts Tetryon damage. You could look into the Refracting Tetryons from there as well, or go after the Polarised Tetryons from 'The New Link'(10% chance of proc vs 2.5) or the Piercing Tetryons from the Nimbus series(Extra proc of 50% of your damage ignoring shields). You might look into a switch to Polaron as well, and get another piece of the Jem'Hadar Space set to get the boost there. It's your call, though.

    Make no mistake, you're more than capable of dishing out pain yourself-you are not a 'stand back and watch' character in a Carrier. The launched ships are there to support YOU, not the other way about.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited August 2013
    When saving resources to be used on a carrier, a general rule I say is this:

    The first priority is your hangar units.

    What you use and what quality you fly from your carrier is the defining feature of a carrier. Otherwise, you really need to be using some other ship. You'll also find the hangar units to be expensive. Just getting the Advanced Dil Store versions is not cheap, and the Elite Fleet variants are very pricey also. You'll also find, unlike the Fed hangar lineup, that the KDF has several hangar units that you'll want to try. So, the KDF carrier units offer alot of options, which is always great, but it's also expensive.
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  • chulaksaviour1chulaksaviour1 Member Posts: 26 Arc User
    edited August 2013
    seitei1 wrote: »

    Emergency Power skills. WHERE ARE THEY? Those things are pretty much standard issue. One Weapons, one Shields. You can keep DEM if you'd like, or put Reverse Shield Polarity in. You could also drop Engineering Team and take a high-rank Auxiliary to Structural for healing's sake. You can even cast it on others, and it grants some damage resistance. So it'd look something like Weapons 1/Shield 2/Aux2Struct 2 on your Engineering.

    yeah you are quite right about that playing around with it seems im missing a critical hull heal and im nearly certain about adding another Hazard emitter into my sci skills
    The distinctiveness of your ice-cream, will be added to our own. Resistance is brain freeze

    Playing Since Jan 2011
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