hero mode tactical DPS machine with plenty of survivability, charge in, take aggro, hammer away, smash heal buttons, live to tell the tale, carry STFs, get bored and play something else cause game is too easy, etc.
Arrogance aside, this is not a hit and run ship, this ship is designed to get right up in somethings face, unload on it, and not have to run away while you do it. You might have to spin and move around (defensive bonuses) sometimes if youre taking really heavy damage, but for the most part I can sit stock still and just dump dps on things.
It is also a viable PvP ship if you flip around the boffs and use two copies of APO and CRF with one DBB up front.
(your sig is broken btw, it needs a : after http)
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
While I have many other builds by far my favorite ship to fly is my torpedo t'varo. It's primarily built for PvP, but is also deadly in any STF. I can get insane burst damage, and there is almost never when I don't have the highest damage dealt in a PvP match. http://skillplanner.stoacademy.com/?build=tvarotorpytorp_0
Too many alts to list everything, plus half of them are mid-refit, so nothing to show off since I haven't decided yet. My main for each faction though
USS Garrett-A
This Odyssey has plenty of quirks in its layout and I really should upgrade the weapons, but I love this big ole' multirole cruiser with proper phaser arrays and slab shields and enough threat gen to keep most NPCs wasting their fire on me while my teammates shred everything indiscriminately (in pug world anyways; I'd need to respec to steal aggro from a Scimitar or fleet FAW boat, and I don't care THAT much). Yeah I could get better numbers if I focused my layout more or switched to a 'better' ship, but it just wouldn't feel right. I have alts for the the big numbers, but the Garrett is my home.
IKS V'jita
My Tor'kaht 'fat escort.' The fore weapons layout is definitely non-standard, but actually works together surprisingly well, particularly for an alpha strike. Hits as hard as an escort, tanks almost as well as the Garrett, and that EWP3 when fully tac buffed can do some mean things. And yes, the name comes from watching far too much DBZ Abridged; the char's old Hegh'ta is named the Na'pa (its quite annoying), so I stuck with the theme.
RRW Kiva Andru
Another D'deridex beam boat, but I'm trying to squeeze more deliberate punch out of it than the Garrett. The boff stations are being tweaked at the moment, swapping the EPTx skills and may boost the FAW/APB ranks and drop the GW in favor of TSS3 depending on what S8 does, but the gist of the ship will remain the same. I'd probably be better off in a Scimitar really, but the D'deridex has pedigree, and there's something to be said for the classics.
Yeah some inefficient choices, like I know plenty of people would LOL about my use of science team or single A2B, but they're deliberate choices of flexibility over focus. We all have our design philosophies after all.
IKS V'jita
And yes, the name comes from watching far too much DBZ Abridged; the char's old Hegh'ta is named the Na'pa (its quite annoying), so I stuck with the theme.
God dammit Nappa...
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Also there are a lot of Reviews which have my builds in them as well.
Generally I shoot for the maximum damage yield with reasonable materials that also have plenty of armor and tank. Hero ships more or less. A warning though is that my setups often require a lot of Piloting skill to use effectively.
At the moment my shield, deflector, and engines are all generic, but I'll be using the assimilated set once I get it. Singularity Core is a fleet advanced core, bonus to aux and engines, slipstream cooldown reduction, singularity charge rate increase, and accuracy debuff bonus on singularity jump.
Running a fleet mine RCS damage resist console and fleet mine resist all with turnrate console in engineering console slots. Science slots are my focused singularity beam console, a fleet embassy plasma-infused emitter console for 8.6% extra plasma damage, and a shield regeneration console (which will soon be replaced with the romulan/borg consoles, i might move my singularity beam to tactical at that point).
Tactical consoles are 3x plasma infusers and 1 ambiplasma envelop.
Lieutenant Tactical:
Tactical Team 1
Torpedo Spread 2
Lieutenant Commander Universal (engineer):
Emergency to shields 1
Aux to structural 1
Eject warp plasma 1
(really wish we had a commander slot here, I'd like to run 2x eject warp plasmas)
Space Active Doffs:
Purple projectile weapons officer
blue projectile weapons officer
green projectile weapons officer
Cooldown reduction on emergency power abilities
Chance to cleanse debuffs with emergency power abilities
The ship is basically set up like a semi-supportive tactical escort, mostly focused on damage but able to help the team out a bit with heals, photonic fleet, subnuc beam, sensor scan, and scattering field. I also run the nimbus pirate call device for some extra help now and then.
I havent perfected my build yet, I only recently picked up eject warp plasma. It gets a damage bonus from the 2 piece quad cannons / singularity beam set and the slowing effect is nice for STFs.
Comments
hero mode tactical DPS machine with plenty of survivability, charge in, take aggro, hammer away, smash heal buttons, live to tell the tale, carry STFs, get bored and play something else cause game is too easy, etc.
Arrogance aside, this is not a hit and run ship, this ship is designed to get right up in somethings face, unload on it, and not have to run away while you do it. You might have to spin and move around (defensive bonuses) sometimes if youre taking really heavy damage, but for the most part I can sit stock still and just dump dps on things.
It is also a viable PvP ship if you flip around the boffs and use two copies of APO and CRF with one DBB up front.
(your sig is broken btw, it needs a : after http)
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
http://skillplanner.stoacademy.com/?build=tvarotorpytorp_0
USS Garrett-A
This Odyssey has plenty of quirks in its layout and I really should upgrade the weapons, but I love this big ole' multirole cruiser with proper phaser arrays and slab shields and enough threat gen to keep most NPCs wasting their fire on me while my teammates shred everything indiscriminately (in pug world anyways; I'd need to respec to steal aggro from a Scimitar or fleet FAW boat, and I don't care THAT much). Yeah I could get better numbers if I focused my layout more or switched to a 'better' ship, but it just wouldn't feel right. I have alts for the the big numbers, but the Garrett is my home.
IKS V'jita
My Tor'kaht 'fat escort.' The fore weapons layout is definitely non-standard, but actually works together surprisingly well, particularly for an alpha strike. Hits as hard as an escort, tanks almost as well as the Garrett, and that EWP3 when fully tac buffed can do some mean things. And yes, the name comes from watching far too much DBZ Abridged; the char's old Hegh'ta is named the Na'pa (its quite annoying), so I stuck with the theme.
RRW Kiva Andru
Another D'deridex beam boat, but I'm trying to squeeze more deliberate punch out of it than the Garrett. The boff stations are being tweaked at the moment, swapping the EPTx skills and may boost the FAW/APB ranks and drop the GW in favor of TSS3 depending on what S8 does, but the gist of the ship will remain the same. I'd probably be better off in a Scimitar really, but the D'deridex has pedigree, and there's something to be said for the classics.
Yeah some inefficient choices, like I know plenty of people would LOL about my use of science team or single A2B, but they're deliberate choices of flexibility over focus. We all have our design philosophies after all.
God dammit Nappa...
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
My Atrox
My Kumari
Also there are a lot of Reviews which have my builds in them as well.
Generally I shoot for the maximum damage yield with reasonable materials that also have plenty of armor and tank. Hero ships more or less. A warning though is that my setups often require a lot of Piloting skill to use effectively.
http://skillplanner.stoacademy.com/?build=wallacepvekumari_4268
Defiant Retro - usually for PVP with fleeties until I can get the fleet version - This puts down 6-7k dps in PVE's generally
http://skillplanner.stoacademy.com/?build=defiantfleetdisrup_4268
Fore Weapons:
Quad Plasma Cannons
Dual Heavy Plasma Cannons x2
Plasma Torpedo Launcher
Aft Weapons:
Plasma Turret x3
At the moment my shield, deflector, and engines are all generic, but I'll be using the assimilated set once I get it. Singularity Core is a fleet advanced core, bonus to aux and engines, slipstream cooldown reduction, singularity charge rate increase, and accuracy debuff bonus on singularity jump.
Running a fleet mine RCS damage resist console and fleet mine resist all with turnrate console in engineering console slots. Science slots are my focused singularity beam console, a fleet embassy plasma-infused emitter console for 8.6% extra plasma damage, and a shield regeneration console (which will soon be replaced with the romulan/borg consoles, i might move my singularity beam to tactical at that point).
Tactical consoles are 3x plasma infusers and 1 ambiplasma envelop.
Boff abilities:
Commander Tactical:
Tactical Team 1
Torpedo Spread 2
AP: Omega 1
AP: Omega 3
Lieutenant Tactical:
Tactical Team 1
Torpedo Spread 2
Lieutenant Commander Universal (engineer):
Emergency to shields 1
Aux to structural 1
Eject warp plasma 1
(really wish we had a commander slot here, I'd like to run 2x eject warp plasmas)
Ensign Engineer:
Emergency to shields 1
Lieutenant Science:
Hazard Emitters 1
Hazard Emitters 2
Space Active Doffs:
Purple projectile weapons officer
blue projectile weapons officer
green projectile weapons officer
Cooldown reduction on emergency power abilities
Chance to cleanse debuffs with emergency power abilities
The ship is basically set up like a semi-supportive tactical escort, mostly focused on damage but able to help the team out a bit with heals, photonic fleet, subnuc beam, sensor scan, and scattering field. I also run the nimbus pirate call device for some extra help now and then.
I havent perfected my build yet, I only recently picked up eject warp plasma. It gets a damage bonus from the 2 piece quad cannons / singularity beam set and the slowing effect is nice for STFs.
http://skillplanner.stoacademy.com/?build=reclusecurrent_4888