My JHAS does pretty well, but I'm looking to see if there's something I can do better. Note that the skill tree was made for my fleet Defiant and I plan on changing it as soon as I scrape up the zen for a respec. Also, I can swap out the DBB for another DHC and slot CSV instead of BO. Also, there's the Nimbus Pirate item in the other device slot, but I didn't see it on the selection list.
Nimbus Pirate doesn't have to be slotted. You can leave it in your inventory and it will still show. Just make sure you leave it in the same inventory slot.
lose most of those universal consoles and the energy weapons, focus on knetic bleed and DOTS. all those differnt weapons and all those differnt tac skills for them arent serveing you well. sci skills need several flow cap, gravaton, or partical consoles for thier offensive sci skills to be more then a minor annoyance. a TR based sci ship, right now id run something like this
omega torp, rom torp, breen cluser/ exparamental beam, cutting beam, trans or plas mines
doffs: 2 or 3 damage control, a VM aftershock and or a TR aftershock
TR drains a LOT of power now, but it doesn't hold or pull. you need VM and TBs disabling someone in place for TR to really drain someone. that with a nuk and scan should leave someone quite vulnerable for a good long kill window. and theres plenty of heals for you and others. spec into sensors too, and with EPtA theres a good chance you will see through some cloaks.
thank you for your info.
just a few more question
1. here is my new skill plan please tell me what you think ?
Set 2: Tetryon Amplification
Passive +7.6 Tetryon Damage +15.2 Starship Flow Capacitors
Set 3: Refracting Assault
Self: Upgrades hyper Dual Beam Bank's special firing modes. Fire at Will and Beam Overload will both hit additional targets.
its finally available, the be all, end all, of all kdf battlecruisers. a 5 fore weapon, regent station setup, well turning cruiser that kicks TRIBBLE's and takes names. oh but theres just 1 problem
they released it to the wrong faction :rolleyes:
thats right, out of no where the feds have made the ideal battle cruiser. though regardless of faction, it exceeded my expectations on the battlefield, its as marvelous as i had hoped this combination of stats would be.
battlecruiser
with 5 forward weapons, its best to stack heavy weapons upfront and buff your turn rate so you can use them. with a bunch of beam arrays you might not notice a difference between this ship and the regent.
instead of DHCs up front, you could run 5 single canons, or even duel cannons, to get the most shots on target as possible. being able to run 5 single cannons and 3 turrets is certainly an advantage over the other cruisers
leach, borg, zero point, VATA 2 flow cap 4 energy damage type
required DOFFs
3 purple tech doffs
AtD build
with the amount of tac stations this ship has, you could get away without an AtB build, if you replace it with an AtD buiild. this would certainly make it the most maneuverable option, and with the new doff one of the sturdiest.
having used the avenger for a few days now, its proven to be the hardest battlecruiser to use like a battlecruiser due to its very high 50 inertia. the other battlecruisers tend to turn TRIBBLE first, so you can kind of circle drift around your target wile having your nose pointed at your target the whole time. the avenger cant do that, it pretty much turns on rails, so your potential time on target will be diminished. that being the case, and with 5 forward weapons, and the number of tac skills it has, using DHC, a DBB for BO, and a torp is quite viable. anything you use DHCs on, you really need 3 of them at least. on here you can have that, wile also having your 2 separate spike weapons. currently, your only going to ever get torps by shields if you make a hole with BO first, just 3 DHCs is not enough to instantly blank out a shield facing anymore, not after everyone got elite shields. so the trick with this build is to get torps in the air, and the VATA console too, wile firing your energy weapons, especially your BO, right as the torps are about to hit. this play style requires much less time on target then trying to drown someone in DHC fire, and with the avengers moment personality, its a better fit. since your dealing a much lower number of energy weapon swings, DEM loses value. but that just means you can make your avenger MUCH more tanky, and in this case without losing any impotent offense.
well, what im looking at here is a very middle of the road healer and damager, that doesn't excel at ether. for cruisers, in my opinion, to not just take up space they need to be hard core heal boats or hard core DPS boats, and that is just sort of nether. if your spending all your time FAWing beams, SA wont help much, it isn't applied to everyone hit by a beam, just your target. might as well use the tac version. for a tac cruiser, the ody is a poor choice. to get high end tac skills, you end up with way to much tac and not enough eng to be AtB build efficient. though for hard core healer only the recluse beats an ody with a LTC sci
it looks like you have 2 TT, so con doffs are redundant, unless they are the evasive or some other varient. and with damage control doffs you should have 1 copy of 2 different EPt skills
Well it's suposed to be mainly a sci-cruiser not a tac-cruiser. Fawspam its basically for cleaning spam, but SA can still work if you have your target in focus, check the stacks, then you can call the target, scan, nuke, etc. I meant this build not to be a damage dealer or a healer, but a debuffer conservating some healing and assistance capabilities (tss, he, ats, es...) and some nice damage capabilities. It's the best I could think for a Sci odissey tbh... And having the avenger here, I want to stick with non-avenger cruisers in any possible way...
As for the doffs, it's explained in the description depending on your boffs skills, but mainly I'd use epts and epta.
So as a debuffer sci-cruiser, what do you think? Maybe swaping one tt for spread, and replacing tss for the necessary science team? Then damage control and conn offs?
Had some questions about gear. My primary character is a tactical officer. Maxxed level, skills, etc. I run a regent class assault cruiser most of the time. I keep seeing that the maco shield is a prefferred item, but the stats on the fleet shields are so much better. Same with deflectors and engines. Also, there's the matter of cannons vs beams. How do cannons put out so much more damage, yet use less energy than beams?
Or a different one .... and what would a replacement be (preferably a "freely available" doff)
no, its the doff that adds a penetration proc to BO. its from the latest lockbox, and blue ones are sold for about 200k-400k EC last i checked. any ship with BO should run at least 2
for the max spike avenger build is it ok to use the Wide Angle Quantum Torpedo Launcher ?
I think it would be fine to use as a starter torpedo, assuming you already own it. I say starter torpedo only because the max spike Avenger build's philosophy does not really need what the wide-angle quantum torpedo excels at: remaining on target as long as possible. The max spike build is all about opportune timing and overwhelming force rather than sustained fire.
The wide-angle quantum torpedo launcher has +10 accuracy and +2 critical chance on top of the wide angle modifier, so it's a solid torpedo. Ideally, though, you might want to go with something more accurate or with a still-higher critical chance/damage to maximize your spike. The advanced fleet quantum torpedoes might come in handy there if you have access to them. I personally would just spend some EC on nice MK XII purple quantum torpedoes -- [ACC]x2 [CRTH or CRTD].
I say use it for now until you can afford better. In the meantime, it'll serve you pretty well.
Had some questions about gear. My primary character is a tactical officer. Maxxed level, skills, etc. I run a regent class assault cruiser most of the time. I keep seeing that the maco shield is a prefferred item, but the stats on the fleet shields are so much better. Same with deflectors and engines. Also, there's the matter of cannons vs beams. How do cannons put out so much more damage, yet use less energy than beams?
i recommend fleet shields on everything these days. only a sci ship that wanted the maco 2 part and a fleet deflector would i not recommend a fleet elite.
Set 2: Tetryon Amplification
Passive +7.6 Tetryon Damage +15.2 Starship Flow Capacitors
Set 3: Refracting Assault
Self: Upgrades hyper Dual Beam Bank's special firing modes. Fire at Will and Beam Overload will both hit additional targets.
the nukara console mainly gives +10 beam acc right? unless it buffs flow caps or decomp i wouldn't bother. same for any energy weapons, except for an aft beam for subsystem targeting. with no weapons energy or tac consoles no energy weapon will deal any damage. the 2 part bonus giving flow caps, thats not a lot, proboly not worth it.
the main thing is how well you can get someone stuck in a TR, if your doing that well the rest is just gravy
for the max spike avenger build is it ok to use the Wide Angle Quantum Torpedo Launcher ?
nope, thats a useless weapon, especially for this. the BO thats making it remotly possible for the torps to hit hull already has the same fireing arc as a normal torp, the arc would only slightly help some times for getting your torps in the air before you start your energy weapons fire. but thats more easily done by having certain things off auto fire and good buff stacking keybinds
that torp is worthless in general because its point is that you can fire it more often because targets will be in its large arc more. but spaming a quant does nothing for you, it only does something if you can open a hole in shields with a precise attack first. with the higher arc and more on target uptime, nothing more often is still nothing, and since it deal less damage then normal its worthless.
Since we don't have a build for this yet, here is something that can work as an eng/healer. It really only works as an eng healer, and that only in as much as they can work at all.
This is no record breaking DPS cruisers, its a healer. You ll need RSF and MW
No Aux2bat,
You can switch ST1, for F@W1, or TT if you really have to, PH is a most.
7 x Beam Arrays = 1x Kinetic Cutting
Warp Core
Tal Shiar Adapted Borg
F@W1, APD1
(F@W1)
EPtS1, RSP1, ET3, AtS3
EPtA1, TS1
PH1, HE2, TSS3
ST1
equipment
borg deflector
borg engine
fleet elite (Maybe KHG given the all decloak crit franzy of late
Since your request for advice has gone unnoticed for several days i have decided to try to help you out.:-)
I guess Dontdrunk must be busy...;-) Or havent noticed your post yet...:-)
First: My apologies for the immense wall of text.
My advice is: read it small parts and use what you find useful of all of this..:-)
Traits :
I see you didnt post anything about traits i the post.
If you allready havent and mainly loves space combat : Pick all the space traits. The only one that will do you no good in an escort in general is: Astrophysicist.
For learning to play escort in pvp i recomend a full cannon builth. This, because such a builth requiers less micromanaging, so you can focus on surviving, managing your ship and killing opponents..
Ship builth:
Weapons :
Switch out the dual cannon and the plasma torpedo for two Advanced Fleet dual heavy cannons with [Acc]x2[Dmg]x2 mods. When and if you can afford it, upgrade the other weapons on your ship with weapons with above mentioned mods...As an escort in pvp you cant have to much accuracy...:-)
Shield :
Switch out your Borg shield with M.A.C.O. mk xii or with a set of Elite Resilient fleet shields (Res A and Res
Consoles :
Remove the field generator and the torpedo point defence system, move the borg console to one of the now free science slots. For the other science slot the put the zero point energy conduit console from the Romulan rep system.
For the engy consoles. get 3x elite fleet rcs+allres (the best you can afford)
Recap:
Engineering consoles : 3xfleet rcs +allres (the best you can afford)
Science Consoles : Plasmonic Leech, borg console and zero point energy conduit.
Why this console setup : 3x rcs +allres will give you increased turnrate and good resists from both energy and kinetic weapons. For an escort with narrow angle weapons, turnrate is key to keep those weapons on the target as much as possible.
The reason for the zero point energy conduit is that it improves your CrtH (1,8%) It also gives a little more power to your subsystems, all in all, a good console.
Warp core :
If you dont allready have an Elite warp core with the [Amp] mod, get it. With the setup i am giving you, you will have at least 3 subsystems that have over 75% power, which will increase your damage by 9,9%
Pets :
Advance Danubes or Elite Yellowstone runabouts, for their tractor beams. Advanced or elite Tholian Widow Fighters for spam clearing, mines and other fighters...
Doffs:
Get 2 purple Conn officers (Attack Pattern Doffs) (Zemok Jenro)
And 3 Purple Damage Control Engineers (The type that gives 35% Chance to reduce recharge time for emergency to Power subsystem abilities by 30%)
The 2 Attack Pattern doffs wiill with 2 different attackpatterns get both attackpatterns down to global cooldown.
The 3 purple damage control engineers (The type that gives 35% Chance to reduce recharge time for emergency to Power subsystem abilities by 30%) will enable you to use 2 different emergency power to abilities and get both at global cooldown and therefore gives you 100% uptime on both..
Bridge Officers :
Get 3 romulans tactical bridge officers with Superior Operative as each of them adds 2% critical chance and 5% critical severity. This will give you more damage.:-) These 3 boffs Superior Operative stacks and will give you +6% increase in critical chance...:-)
Tactical Boff powers :
Tactical boff 1 : Tactical Team 1,Cannon Rapid Fire 1/Cannon ScatterVolley 1, Cannon Rapid Fire 2, Attack Pattern Omega 3.
Tactical boff 2 : Tactical Team 1, Attack Pattern Delta
Tactical boff 3 : Torpedo Spread 1
The Attack Pattern Omega gives you a short dmg, maneuvrability and speed boost, it also gives you a short immunity to tractorbeams. The attackpattern delta will fit right in between your attackpattern omegas.:-)
The torpedo spread because you should allways have a quantum torp launcher in your inventory in case you run into carriers and lots of petspam...
Another alternative is to get the Antiproton Beam turret from the new Featured episode and replace one of your aft turrets with it and change the boff ability on your 3rd tactical bridge officer to : Beam target subsystem engines 1.
(The Antiproton beam turret will not benefit from cannon skills and have a lower base dps than a mk xii advanced fleet turret. In essence it will lower your dps slightly , but it will give you an extra trick up your sleeve..:-))
Alternative Tactical boff 3 : Beam target subsystem engines 1
This can help you to slow down or imobilize faster and more maneuvrable escorts.
Suggestions for Races for Enginering and Science Bridge officers :
Romulan bridge officers from Romulan embassy with Superior subterfuge will give you an increase in defence bonus of 3,8% each. With 2 of these boffs it will increase your defence bonus by 7,6 % nothing to sneeze at. But its not a must have...
Other alternatives :
Humans for the bonus they give to subsystem repair.
Efficient Saurians for the bonus they give to subsystem power.
Engineering boff powers : Emergency Power to Engines 1, Reverse Shield Polarity 1, Emergency Power To Shields 3
Ask an engineer kindly, to train emergency power to shields 3 for you..:-)
Science Bridge Officer : Transfer Shield Strenght 1 or Hazard Emitters 1, Hazard Emitters 2 or Transfer Shield Strenght 2,
Eighter setup will do..:-)
Recap : Science Bridge officer : Transfer Shield Strenght 1, Hazard Emitters 2.
or : Science Bridge officer : Hazard Emitters 1, Transfer Shield Strenght 2.
Alternative Setup :
As this doff setup will be somewhat costly, here is an alternative setup without the suggested doffs :
or alt with antiproton beamturret, Tac boff 3 : btsse 1
Eng boff : Ep2s1, rsp 1, ep2s3
Science boff : unchanged to previous suggestions. (He 1 , Tss 2) Or (Tss 1, He 2)
Skill Tree :
I would remove all points in Starship Projectile Weapons and Starship Projectile Weapon Spesialization, I would reduce Starship Warp Core Efficiency, Starship Warp Core Potential and Starship Hull Plating to 3 points. I would use these points to :
Tier 1 :
Max out Starship Attack Patterns, Put between 3-6 points in Driver Coil, at least 3 points in Starship Batteries and Max out Starship Shield Emitters
Tier 2 :
Max out Structural Integrity and Starship Shield Systems.
Tier 3 :
Max out Starship Maneuvers, Staship Electro Plasma Systems and Starship Impulse Trusters.
Tier 4 :
Put between 3-6 points in Treat Generation, Max out Starship Engine Performance and put 3-6 points in Starship Inertial Dampeners
Tier 5 :
Put 3 points in Starship Armour Reinforcements.
A tip : The last points you put in should be in Treat Generation and Starship Batteries, use what points you have left on these two..:-)
This is the way i would spec and set up a ship like this. It doesnt mean its the only right way...:-)
Keybinds :
Get the keybind from The Hilbertguide or Make you own on The Federation Emergency Services webpage.:-)
Keybinds helps a lot in getting rid of much of the micromanaging regarding boff abilities..
What abilities to keybind : The ep2 powers, apo, apd and cannon skills.
Another tip : Bind your trottle to the mousewheel.
If anyone finds information here that they know are incorrect please feel free to correct me. I have tried to get it all correct, but with the large amount of information here, there could be something that have passed me by...:-)
does any one have a Obelisk build they wish to share please.
thank you
if you got an advanced one, renim's odyssey build would be the best fit imo. otherwise its pretty similar to the ambassador. its its own unique sort of ship though, so i'll try to come up with something that fits it well. its a platform im not real experienced with
sorry man, i meant to get to this sooner, but it would require a significant post to address it, like Truthseeker69 was kind enough to do. i'll try to do some quick cliff notes at least
none of your doffs are really helping you.
- projectile doffs dont help the omega torp
- you arent using DEM, so marion isn't doing anything for you
- those 2 cannon cooldown proc doffs proboly arent all that reliable
it would proboly be worth getting the newer advanced [acc]2[dam]2 AP DHCs, 4 up front.
put the omega torp on the back, along with the cutting beam and the new AP 360 deg arc beam and warp core from the new featured episode. that will increase your AP damage quite a bit
the torp spread console isnt great, proboly not worth a slot.
3 mine holding RCS+allress consoles should go in your eng slots
in your sci slots make sure you have the borg console to compleat that 3 part set, and leach. keep the field gen or slot the 0 point console in the 3rd slot
the really dangerious escorts run both EPtE and EPtS at full uptime, thanks to damage control doffs. get at least 3 blue, or 2 to 3 purple and run EPtE1 and EPtS2 or 3 if you can get training.
the 3rd eng station slot can be used for any number of things. DEM to use your marion doff, RSP is always great, AtS is a nice little hull heal, ET2 is ok, AtD will give you GW immunity, quite a bit of kinetic resist and with its doff energy resist and a longer duration.
you could proboly take all your skill points out of torpedo buffing. you should max out shield emitters though, that improves your heals. put at least 3 points in threat control, that actually grants you energy and kinetic resist.
here is what i would make building off what you have
4 AP DHCs up front/ cutting beam, 360 degree AP beam bank, omega torp aft
ive been impressed with the effectiveness of a certain build lattly. escorts with TLC sci that are using newly buffed GW while they alpha strike something. currently, GW is about 5 times more effective at holding a target then TB, making thier target very tender and helpless. works especially well on dhleans im finding, should work great on fleet MVAM too, then i remembered 1 more ship that could do it, the breen Chel Grett, a ship i hadn't ever put a build in this thread for. so i think i'll do it for that ship
3 of those embassy consoles are a little more then an additional tac console, and they serve the additional purpose of helping holding your target. the deflector doffs should hopefully allow you to use GW every other CRF cycle. it should be more useful to this ship then the aftershock would be to a sci ship. thats just trying to cause chaos, your trying to create a kill window. against such well held targets, you can proboly get away with high crit weapons, as apposed to high acc too. you should be running fairly high aux on this ship, so GW is effective. this will also make AtD more effective, and the tier 4 nukara rep passive buff your weapons damage even more.
HI DDIS
here is the repost.
Any update idea would be a great help. e.g new eng consoles.
I also made the skill on sto academy not Cmdrskyfaler. so will update that asap.
I just feel its a good build and I cant let it Die.
All thanks goes to Cmdrskyfaller for his info and work on making this a B'rel torpedo boat build, this build will work on a T'varo or any Enhanced Battle Cloak ship.
the notes found below are just copy's of his posts.
As you see these builds work around the torpedoes and there skills. But they were made before the big updates.
Here are cmdrskyfaller notes on b'rel torpedo boats and his build.
shield/engine/deflector setups:
Reman engine and deflector with KHG shields- plasma bomber
KHG shield and engine with omega deflector. - balanced bomber
Reman shield and engine with omega deflector. - plasma crit bomber.
Either three works depending on your playstyle.
"Only a sci captain can make a b'rel transphasic build workable... and its not very effective. sensor scanbeta3 for a massive hull debuff (-70% debuff if you have good sensor and atk patterns skill) then pump transphasics in there.
Two tricobalt torpedoes is a bad idea.
Simply because the tricobalt, unlike other torps, trigger other tricobalt torps into half timer (not global 1-2 sec timer).
So you can high yield the first and queue a 2nd high yield 15 seconds later..but when you fire the first tric high yield the second torp goes into 15 second timer...
so you really cant fire two high yield tricobalts at once.
If you thinking of spacing them out to fire every 15 seconds...well... you'll do a lot more damage firing some other torpedo.
Hyper plasma: 6 secs (3 with doffs proc).
hargpeng: 15 secs
tricobalt: 30 secs
plasma mine: 30 secs (silly to fire it without dispersal pattern)
breen cluster: 45 secs.
the firing order:
Fore: Breen cluster, hyper-plasma, tricobalt, harghpeng.
*You can replace the tricobalt with the omega torp.
opening salvo is the full fore loadout from 6km range using omega1... by 2km you should have unloaded all ammo and even tossed an extra hyper plasma trio of unbuffed torps.
aka, by the time you break off @1km there is a massive ball of torps just 1km behind you.
Toss plasma mines out as you break off.
I use dispersal 3.
I use plasma because all my dmg consoles are plasma based. plus the tricobalt torp being fired triggers 15s cooldown on tric mine so.. it throws timer off.
anyways.. you toss the mines out at 1km, break away while still under omega1 speed boost.
when you see your ball of torps hit, hit atk beta 1, fire the breen cluster and swing the nose around.
just as you swing around atk omega effect will wear off.
As you swing around the plasma mines will 'trigger' and the cluster torp will be halfway to target.
Fire all available fore weapons... what this does is the hargpheng fires..and its SO fast it will hit the target and inflict beta1 on it.. just as the plasma mines breen cluster mines are about to hit it.
bewm.
big time hull damage furious super stacked plasma burn from your 3x stacked heavy plasma torp dot harpheng dot stacked plasma mine dot stacked triple regular torpedo plasma dot.
...and it will have 1 more trio of hyper-plasma torps on the way and perhaps an unbuffed tricobalt too.
The reason for tossing the breen cluster out the rear is that under heavy AI aoe beam fire it will saturate the target with mines to hit..the plasma mines and the breen mines and all have a higher chance of hitting.
do you still use honor guard set ?
KHG or Romulan mk12 set work very nicely with this. The KHG is best but you should start with the romulan set first until you get used to the setup..the KHG will boost the damage but you need to fire the torps much closer since they slower...and you get caught in your own torp blasts.
The LT slots are up to you. I have multiple LT boffs for this ship depending on what im doing.
STF: Hazard 1, Repulsor 1; emg to engine1, aux to dampenern- This enables me to remain mobile, heal and repulsor to fix any TRIBBLE ups from pickup teams.
PVP: Hazard 1, Scramble Sensors 1; Mask Energy Sig 1, Scramble sensors 1 - This enables me to heal, re-cloak if im forced out of cloak and dual scramble sensors are godly with the doff that adds 10 seconds to enemy timers...plus scramble sensors breaks tractor locks.
Hello truthseeker10368 & dontdrunkimshoot, thank you both for your detailed posts for my ship!
It's truly appreciated it and I look forward to working on it this weekend.
Doffs
- Maintenance Engineer (Increase healing skills when using EPTA)
- 2x Damage Control Engineers (Emergency power recharge reduction)
- Developmental Lab Scientist (recharge reduced for Sci Team)
- Gravimetric Scientist (aftershock GW)
The build seems to work well for healing as the 2pc. MACO + fleet deflector push cooldowns low enough to rely on 1 copy of my sci skills. I just haven't been able to find a way to balance out the healing with lower level skills to allow for more offensive setups. Anytime I try for pure CC/particle damage builds I lose so much survivability.
Really interested in thoughts - I'm open to any ship/equipment/boff advice.
every time i wanted to sit down and go over thes posts the last week i got sidetracked, by all the insulation and drywall hanging to be done out in the garage :rolleyes:
Thanks in advance and hope to see you on the battle field
Edit:
I should mention I have a full Fleet dual heavy Accx2 Dmgx2 poloron setup with blue MK12 consoles and the MK12 Jem'hadar set.
is this for pvp? that looks well suited to pve, but wont work to well in pvp.
DC's, lose those, they are no good. your gunna want 4 DHCs instead.
for pvp on an escort, a non cloaking one at least, both EPtS and EPtE is basically essential, and you can fit both on the ship with 1 copy of each and damage control doffs. anything from 3 blues to 2 or 3 purples should be farily reliable for this. consoles and equipment are ok otherwise. AtS and HE1 are good on a ship like that, some people like to have RSP but you dont need it on something that fast imo.
since your just running cannons, for the rest of your doffs you cant go wrong with shield distribution doffs, giving you a shield heal with brace for impact.
APB is a good pve power, but wont get you anywhere in pvp really. try this instead
TT1, CRF1, APO1, APO3
TT1, APD1, CRF2
APO3 and CRF2 will get you higher spike then CRF3 and APO1 will. and with APD, you will alays have an attack pattern running, and that will give you extra resistence between APOs
thats pretty much your typical all cannon pvp escort build
Doffs
- Maintenance Engineer (Increase healing skills when using EPTA)
- 2x Damage Control Engineers (Emergency power recharge reduction)
- Developmental Lab Scientist (recharge reduced for Sci Team)
- Gravimetric Scientist (aftershock GW)
The build seems to work well for healing as the 2pc. MACO + fleet deflector push cooldowns low enough to rely on 1 copy of my sci skills. I just haven't been able to find a way to balance out the healing with lower level skills to allow for more offensive setups. Anytime I try for pure CC/particle damage builds I lose so much survivability.
Really interested in thoughts - I'm open to any ship/equipment/boff advice.
Thanks!
for a pvp sci ship that looks quite solid actually. you might enjoy ISO on there too with that particle buffing, for when you get folks stuck in your GW. looks like a build that will benefit from that 6th doff slot too.
that is the problem with ships like that though, they just dont do anything in pve
The JHEC is often over shadowed by the other members of the Jem'Hadar family.
It's not a true escort like its little brother, and it's not a true carrier like its big brother.
It kinda fits somewhere in between and if anything, to me it screams flight deck cruiser.
With that in mind I started looking at cruisers and Aux2batt builds, particularly DDIS' Excelsior build.
This build is far from perfect, there is the little problem of Aux2batt putting your aux power levels in the toilet for a lot of the time which will affect the cooldown on your hanger pets, aux batteries will help with that though.
Low aux also means that you are not getting much out of the the Nukara T4 passive and you'll only have 3 out of the 4 sub-systems over 75 all the time for an AMP core.
Also note that the JHEC does not get the bonus 10% defence that escorts normally get.
is this for pvp? that looks well suited to pve, but wont work to well in pvp.
DC's, lose those, they are no good. your gunna want 4 DHCs instead.
for pvp on an escort, a non cloaking one at least, both EPtS and EPtE is basically essential, and you can fit both on the ship with 1 copy of each and damage control doffs. anything from 3 blues to 2 or 3 purples should be farily reliable for this. consoles and equipment are ok otherwise. AtS and HE1 are good on a ship like that, some people like to have RSP but you dont need it on something that fast imo.
since your just running cannons, for the rest of your doffs you cant go wrong with shield distribution doffs, giving you a shield heal with brace for impact.
APB is a good pve power, but wont get you anywhere in pvp really. try this instead
TT1, CRF1, APO1, APO3
TT1, APD1, CRF2
APO3 and CRF2 will get you higher spike then CRF3 and APO1 will. and with APD, you will alays have an attack pattern running, and that will give you extra resistence between APOs
thats pretty much your typical all cannon pvp escort build
Thanks for the reply.
Yes I Was thinking of setting this up just for PVP. I was on my way to outfitting it with DHC. Do you think I should stick with anti proton or poloron with the Jem'hadar MK12 set? I have them available already.
I'm pretty sure I have the doffs you mention for the emergency powers so will switch that around.
I didn't know about getting a better spike with APO3 and RF2 will definitely change that.
Comments
thank you for your info.
just a few more question
1. here is my new skill plan please tell me what you think ?
http://www.stoacademy.com/tools/skillplanner/?build=crowdcontrolhealboatbuild_993
2. the flow cap which is better as I have no borg 2pc shield or hull proc ?
3. could this work to http://skillplanner.stoacademy.com/?build=crowdcontrolhealboatb_993 every now and then if I feel like swapping
for the bonuses
Set 2: Tetryon Amplification
Passive +7.6 Tetryon Damage +15.2 Starship Flow Capacitors
Set 3: Refracting Assault
Self: Upgrades hyper Dual Beam Bank's special firing modes. Fire at Will and Beam Overload will both hit additional targets.
its finally available, the be all, end all, of all kdf battlecruisers. a 5 fore weapon, regent station setup, well turning cruiser that kicks TRIBBLE's and takes names. oh but theres just 1 problem
they released it to the wrong faction :rolleyes:
thats right, out of no where the feds have made the ideal battle cruiser. though regardless of faction, it exceeded my expectations on the battlefield, its as marvelous as i had hoped this combination of stats would be.
battlecruiser
with 5 forward weapons, its best to stack heavy weapons upfront and buff your turn rate so you can use them. with a bunch of beam arrays you might not notice a difference between this ship and the regent.
weapons
1 DBB, 4 DHCs, 3 turrets
TT1, CRF1, APO1
BO1
EPtS1, AtB1, RSP2, DEM3
EPtE1, AtB1
TSS1, HE2
equipment
borg deflector
borg engine
elite shield
consoles
4 RCS +allres
leach, VATA
4 energy damage type
required DOFFs
3 purple tech doffs, 2 BO penetration doffs
DEM maximizer
instead of DHCs up front, you could run 5 single canons, or even duel cannons, to get the most shots on target as possible. being able to run 5 single cannons and 3 turrets is certainly an advantage over the other cruisers
weapons
5 tet/pol single cannons/DCs, 3 tet/pol turrets
TT1, APB1, CRF2
TT1
EPtS1, AtB1, RSP2, DEM3
EPtW1, AtB1
TSS1, HE2
equipment
omega deflector
omega engine
elite shield
consoles
leach, borg, zero point, VATA
2 flow cap
4 energy damage type
required DOFFs
3 purple tech doffs
AtD build
with the amount of tac stations this ship has, you could get away without an AtB build, if you replace it with an AtD buiild. this would certainly make it the most maneuverable option, and with the new doff one of the sturdiest.
weapons
5 DHC/DC, 3 turrets
TT1, CRF1, CRF2
TT1
EPtS1, AtD1, RSP2, DEM3
EPtA1, AtD1
TSS1, HE2
equipment
borg deflector
borg engine
elite shield
consoles
4 RCS +allres
leach, VATA
4 energy damage type
required DOFFs
2/3 damage control doffs, AtD doff
max spike avenger
having used the avenger for a few days now, its proven to be the hardest battlecruiser to use like a battlecruiser due to its very high 50 inertia. the other battlecruisers tend to turn TRIBBLE first, so you can kind of circle drift around your target wile having your nose pointed at your target the whole time. the avenger cant do that, it pretty much turns on rails, so your potential time on target will be diminished. that being the case, and with 5 forward weapons, and the number of tac skills it has, using DHC, a DBB for BO, and a torp is quite viable. anything you use DHCs on, you really need 3 of them at least. on here you can have that, wile also having your 2 separate spike weapons. currently, your only going to ever get torps by shields if you make a hole with BO first, just 3 DHCs is not enough to instantly blank out a shield facing anymore, not after everyone got elite shields. so the trick with this build is to get torps in the air, and the VATA console too, wile firing your energy weapons, especially your BO, right as the torps are about to hit. this play style requires much less time on target then trying to drown someone in DHC fire, and with the avengers moment personality, its a better fit. since your dealing a much lower number of energy weapon swings, DEM loses value. but that just means you can make your avenger MUCH more tanky, and in this case without losing any impotent offense.
weapons
1 DBB, 1 quantum, 3 DHCs, 3 turrets
TT1, CRF1, BO3
HY1
ET1, AtB1, EPtS3, RSP3
EPtE1, AtB1
TSS1, HE2
equipment
borg deflector
borg engine
elite shield
consoles
4 RCS +allres
leach, VATA
4 energy damage type
required DOFFs
3 purple tech doffs, 2 BO penetration doffs
Well it's suposed to be mainly a sci-cruiser not a tac-cruiser. Fawspam its basically for cleaning spam, but SA can still work if you have your target in focus, check the stacks, then you can call the target, scan, nuke, etc. I meant this build not to be a damage dealer or a healer, but a debuffer conservating some healing and assistance capabilities (tss, he, ats, es...) and some nice damage capabilities. It's the best I could think for a Sci odissey tbh... And having the avenger here, I want to stick with non-avenger cruisers in any possible way...
As for the doffs, it's explained in the description depending on your boffs skills, but mainly I'd use epts and epta.
So as a debuffer sci-cruiser, what do you think? Maybe swaping one tt for spread, and replacing tss for the necessary science team? Then damage control and conn offs?
I have been stalking this thread waiting for this lol
thank you for your update. great chatting with you to day.
I kinda like that Spike Avenger build .... seems very viable as a PvE stf cruiser as well.
As for the mentioned BO-doff ... would that be the Beam Weapons variant of
http://sto.gamepedia.com/Specialization:_Energy_Weapons_Officer ????
Or a different one .... and what would a replacement be (preferably a "freely available" doff)
no, its the doff that adds a penetration proc to BO. its from the latest lockbox, and blue ones are sold for about 200k-400k EC last i checked. any ship with BO should run at least 2
I think it would be fine to use as a starter torpedo, assuming you already own it. I say starter torpedo only because the max spike Avenger build's philosophy does not really need what the wide-angle quantum torpedo excels at: remaining on target as long as possible. The max spike build is all about opportune timing and overwhelming force rather than sustained fire.
The wide-angle quantum torpedo launcher has +10 accuracy and +2 critical chance on top of the wide angle modifier, so it's a solid torpedo. Ideally, though, you might want to go with something more accurate or with a still-higher critical chance/damage to maximize your spike. The advanced fleet quantum torpedoes might come in handy there if you have access to them. I personally would just spend some EC on nice MK XII purple quantum torpedoes -- [ACC]x2 [CRTH or CRTD].
I say use it for now until you can afford better. In the meantime, it'll serve you pretty well.
i recommend fleet shields on everything these days. only a sci ship that wanted the maco 2 part and a fleet deflector would i not recommend a fleet elite.
the nukara console mainly gives +10 beam acc right? unless it buffs flow caps or decomp i wouldn't bother. same for any energy weapons, except for an aft beam for subsystem targeting. with no weapons energy or tac consoles no energy weapon will deal any damage. the 2 part bonus giving flow caps, thats not a lot, proboly not worth it.
the main thing is how well you can get someone stuck in a TR, if your doing that well the rest is just gravy
nope, thats a useless weapon, especially for this. the BO thats making it remotly possible for the torps to hit hull already has the same fireing arc as a normal torp, the arc would only slightly help some times for getting your torps in the air before you start your energy weapons fire. but thats more easily done by having certain things off auto fire and good buff stacking keybinds
that torp is worthless in general because its point is that you can fire it more often because targets will be in its large arc more. but spaming a quant does nothing for you, it only does something if you can open a hole in shields with a precise attack first. with the higher arc and more on target uptime, nothing more often is still nothing, and since it deal less damage then normal its worthless.
Since we don't have a build for this yet, here is something that can work as an eng/healer. It really only works as an eng healer, and that only in as much as they can work at all.
This is no record breaking DPS cruisers, its a healer. You ll need RSF and MW
No Aux2bat,
You can switch ST1, for F@W1, or TT if you really have to, PH is a most.
7 x Beam Arrays = 1x Kinetic Cutting
Warp Core
Tal Shiar Adapted Borg
F@W1, APD1
(F@W1)
EPtS1, RSP1, ET3, AtS3
EPtA1, TS1
PH1, HE2, TSS3
ST1
equipment
borg deflector
borg engine
fleet elite (Maybe KHG given the all decloak crit franzy of late
consoles
1x Fleet Neutronium +Turn, 1x Fleet Turn =AllRes, leach, Nanite Disperal
borg, Nukara, Field Gen
3 energy type consoles
Required DOFFs
2/3 purple damage control (EmptX CD),
Nice to have Doffs
DMG Control (Aux@Sif), EptA doff, Warpcore clear buffs
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Fed Tact - FHEC
Ship Build: http://daunknownadmin.com/ufp/Fleet_HEC/Ship-Build.png
Skill Tree: http://daunknownadmin.com/ufp/Fleet_HEC/Skill_Tree.png
Bridge Officers: http://daunknownadmin.com/ufp/Fleet_HEC/Bridge_Officers.png
Duty Officers: http://daunknownadmin.com/ufp/Fleet_HEC/Duty_Officers.png
Thanks in advance!
Since your request for advice has gone unnoticed for several days i have decided to try to help you out.:-)
I guess Dontdrunk must be busy...;-) Or havent noticed your post yet...:-)
First: My apologies for the immense wall of text.
My advice is: read it small parts and use what you find useful of all of this..:-)
Traits :
I see you didnt post anything about traits i the post.
If you allready havent and mainly loves space combat : Pick all the space traits. The only one that will do you no good in an escort in general is: Astrophysicist.
For learning to play escort in pvp i recomend a full cannon builth. This, because such a builth requiers less micromanaging, so you can focus on surviving, managing your ship and killing opponents..
Ship builth:
Weapons :
Switch out the dual cannon and the plasma torpedo for two Advanced Fleet dual heavy cannons with [Acc]x2[Dmg]x2 mods. When and if you can afford it, upgrade the other weapons on your ship with weapons with above mentioned mods...As an escort in pvp you cant have to much accuracy...:-)
Shield :
Switch out your Borg shield with M.A.C.O. mk xii or with a set of Elite Resilient fleet shields (Res A and Res
Consoles :
Remove the field generator and the torpedo point defence system, move the borg console to one of the now free science slots. For the other science slot the put the zero point energy conduit console from the Romulan rep system.
For the engy consoles. get 3x elite fleet rcs+allres (the best you can afford)
Recap:
Engineering consoles : 3xfleet rcs +allres (the best you can afford)
Science Consoles : Plasmonic Leech, borg console and zero point energy conduit.
Why this console setup : 3x rcs +allres will give you increased turnrate and good resists from both energy and kinetic weapons. For an escort with narrow angle weapons, turnrate is key to keep those weapons on the target as much as possible.
The reason for the zero point energy conduit is that it improves your CrtH (1,8%) It also gives a little more power to your subsystems, all in all, a good console.
Warp core :
If you dont allready have an Elite warp core with the [Amp] mod, get it. With the setup i am giving you, you will have at least 3 subsystems that have over 75% power, which will increase your damage by 9,9%
Pets :
Advance Danubes or Elite Yellowstone runabouts, for their tractor beams. Advanced or elite Tholian Widow Fighters for spam clearing, mines and other fighters...
Doffs:
Get 2 purple Conn officers (Attack Pattern Doffs) (Zemok Jenro)
And 3 Purple Damage Control Engineers (The type that gives 35% Chance to reduce recharge time for emergency to Power subsystem abilities by 30%)
The 2 Attack Pattern doffs wiill with 2 different attackpatterns get both attackpatterns down to global cooldown.
The 3 purple damage control engineers (The type that gives 35% Chance to reduce recharge time for emergency to Power subsystem abilities by 30%) will enable you to use 2 different emergency power to abilities and get both at global cooldown and therefore gives you 100% uptime on both..
Bridge Officers :
Get 3 romulans tactical bridge officers with Superior Operative as each of them adds 2% critical chance and 5% critical severity. This will give you more damage.:-) These 3 boffs Superior Operative stacks and will give you +6% increase in critical chance...:-)
Tactical Boff powers :
Tactical boff 1 : Tactical Team 1,Cannon Rapid Fire 1/Cannon ScatterVolley 1, Cannon Rapid Fire 2, Attack Pattern Omega 3.
Tactical boff 2 : Tactical Team 1, Attack Pattern Delta
Tactical boff 3 : Torpedo Spread 1
The Attack Pattern Omega gives you a short dmg, maneuvrability and speed boost, it also gives you a short immunity to tractorbeams. The attackpattern delta will fit right in between your attackpattern omegas.:-)
The torpedo spread because you should allways have a quantum torp launcher in your inventory in case you run into carriers and lots of petspam...
Another alternative is to get the Antiproton Beam turret from the new Featured episode and replace one of your aft turrets with it and change the boff ability on your 3rd tactical bridge officer to : Beam target subsystem engines 1.
(The Antiproton beam turret will not benefit from cannon skills and have a lower base dps than a mk xii advanced fleet turret. In essence it will lower your dps slightly , but it will give you an extra trick up your sleeve..:-))
Alternative Tactical boff 3 : Beam target subsystem engines 1
This can help you to slow down or imobilize faster and more maneuvrable escorts.
Suggestions for Races for Enginering and Science Bridge officers :
Romulan bridge officers from Romulan embassy with Superior subterfuge will give you an increase in defence bonus of 3,8% each. With 2 of these boffs it will increase your defence bonus by 7,6 % nothing to sneeze at. But its not a must have...
Other alternatives :
Humans for the bonus they give to subsystem repair.
Efficient Saurians for the bonus they give to subsystem power.
Engineering boff powers : Emergency Power to Engines 1, Reverse Shield Polarity 1, Emergency Power To Shields 3
Ask an engineer kindly, to train emergency power to shields 3 for you..:-)
Science Bridge Officer : Transfer Shield Strenght 1 or Hazard Emitters 1, Hazard Emitters 2 or Transfer Shield Strenght 2,
Eighter setup will do..:-)
Recap : Science Bridge officer : Transfer Shield Strenght 1, Hazard Emitters 2.
or : Science Bridge officer : Hazard Emitters 1, Transfer Shield Strenght 2.
Alternative Setup :
As this doff setup will be somewhat costly, here is an alternative setup without the suggested doffs :
Tac boff 1 : tt 1,crf 1,apo 1, apo 3
Tac boff 2 : tt 1, crf 1/csv 1
Tac boff 3 : ts 1
or alt with antiproton beamturret, Tac boff 3 : btsse 1
Eng boff : Ep2s1, rsp 1, ep2s3
Science boff : unchanged to previous suggestions. (He 1 , Tss 2) Or (Tss 1, He 2)
Skill Tree :
I would remove all points in Starship Projectile Weapons and Starship Projectile Weapon Spesialization, I would reduce Starship Warp Core Efficiency, Starship Warp Core Potential and Starship Hull Plating to 3 points. I would use these points to :
Tier 1 :
Max out Starship Attack Patterns, Put between 3-6 points in Driver Coil, at least 3 points in Starship Batteries and Max out Starship Shield Emitters
Tier 2 :
Max out Structural Integrity and Starship Shield Systems.
Tier 3 :
Max out Starship Maneuvers, Staship Electro Plasma Systems and Starship Impulse Trusters.
Tier 4 :
Put between 3-6 points in Treat Generation, Max out Starship Engine Performance and put 3-6 points in Starship Inertial Dampeners
Tier 5 :
Put 3 points in Starship Armour Reinforcements.
A tip : The last points you put in should be in Treat Generation and Starship Batteries, use what points you have left on these two..:-)
This is the way i would spec and set up a ship like this. It doesnt mean its the only right way...:-)
Keybinds :
Get the keybind from The Hilbertguide or Make you own on The Federation Emergency Services webpage.:-)
Keybinds helps a lot in getting rid of much of the micromanaging regarding boff abilities..
What abilities to keybind : The ep2 powers, apo, apd and cannon skills.
Another tip : Bind your trottle to the mousewheel.
If anyone finds information here that they know are incorrect please feel free to correct me. I have tried to get it all correct, but with the large amount of information here, there could be something that have passed me by...:-)
Happy hunting everyone.:-D
@Truthseeker69
Show Me Your Critz/House Of Critz
Sometimes you win.....and, sometimes you learn...
thank you
if you got an advanced one, renim's odyssey build would be the best fit imo. otherwise its pretty similar to the ambassador. its its own unique sort of ship though, so i'll try to come up with something that fits it well. its a platform im not real experienced with
sorry man, i meant to get to this sooner, but it would require a significant post to address it, like Truthseeker69 was kind enough to do. i'll try to do some quick cliff notes at least
none of your doffs are really helping you.
- projectile doffs dont help the omega torp
- you arent using DEM, so marion isn't doing anything for you
- those 2 cannon cooldown proc doffs proboly arent all that reliable
it would proboly be worth getting the newer advanced [acc]2[dam]2 AP DHCs, 4 up front.
put the omega torp on the back, along with the cutting beam and the new AP 360 deg arc beam and warp core from the new featured episode. that will increase your AP damage quite a bit
the torp spread console isnt great, proboly not worth a slot.
3 mine holding RCS+allress consoles should go in your eng slots
in your sci slots make sure you have the borg console to compleat that 3 part set, and leach. keep the field gen or slot the 0 point console in the 3rd slot
the really dangerious escorts run both EPtE and EPtS at full uptime, thanks to damage control doffs. get at least 3 blue, or 2 to 3 purple and run EPtE1 and EPtS2 or 3 if you can get training.
the 3rd eng station slot can be used for any number of things. DEM to use your marion doff, RSP is always great, AtS is a nice little hull heal, ET2 is ok, AtD will give you GW immunity, quite a bit of kinetic resist and with its doff energy resist and a longer duration.
you could proboly take all your skill points out of torpedo buffing. you should max out shield emitters though, that improves your heals. put at least 3 points in threat control, that actually grants you energy and kinetic resist.
here is what i would make building off what you have
4 AP DHCs up front/ cutting beam, 360 degree AP beam bank, omega torp aft
TT1, CRF1, APO1, APO3
TT1, CRF1,
TS1
EPtE1, RSP1, EPtS3
TSS1, HE2
borg engine
borg deflector
obelisk warp core
borg shield/elite shield
3 RCS+allres
borg, zero point, leach
4 AP tac consoles
elite scorpions/shield repair drones/yellowstones
required doffs- 2/3 damage control
optional doffs- marion if you use DEM, the AtD doff if you use AtD, the HOT heal doff if you use AtS, otherwise shield distribution doffs
that should do very well for you in pvp
ive been impressed with the effectiveness of a certain build lattly. escorts with TLC sci that are using newly buffed GW while they alpha strike something. currently, GW is about 5 times more effective at holding a target then TB, making thier target very tender and helpless. works especially well on dhleans im finding, should work great on fleet MVAM too, then i remembered 1 more ship that could do it, the breen Chel Grett, a ship i hadn't ever put a build in this thread for. so i think i'll do it for that ship
weapons
4 plasma DHC, 4 turrets
TT1, CRF1, APO1, APO3
TT1, CRF1,
EPtS1, AtD,
EPtE1/EPtW1
TSS1, HE2, GW1
equipment
borg engine
borg deflector
fleet shield
consoles
2 RCS+allres, leach
3 gravaton gen+plas
4 plasma energy consoles
doffs
2 damage control doffs, 1 AtD doff ,2 deflector recharge doff
3 of those embassy consoles are a little more then an additional tac console, and they serve the additional purpose of helping holding your target. the deflector doffs should hopefully allow you to use GW every other CRF cycle. it should be more useful to this ship then the aftershock would be to a sci ship. thats just trying to cause chaos, your trying to create a kill window. against such well held targets, you can proboly get away with high crit weapons, as apposed to high acc too. you should be running fairly high aux on this ship, so GW is effective. this will also make AtD more effective, and the tier 4 nukara rep passive buff your weapons damage even more.
≡/\≡
sometimes i copy paste and dont double check enough. should be damage control
here is the repost.
Any update idea would be a great help. e.g new eng consoles.
I also made the skill on sto academy not Cmdrskyfaler. so will update that asap.
I just feel its a good build and I cant let it Die.
All thanks goes to Cmdrskyfaller for his info and work on making this a B'rel torpedo boat build, this build will work on a T'varo or any Enhanced Battle Cloak ship.
the notes found below are just copy's of his posts.
As you see these builds work around the torpedoes and there skills. But they were made before the big updates.
Here are cmdrskyfaller notes on b'rel torpedo boats and his build.
shield/engine/deflector setups:
Reman engine and deflector with KHG shields- plasma bomber
KHG shield and engine with omega deflector. - balanced bomber
Reman shield and engine with omega deflector. - plasma crit bomber.
Either three works depending on your playstyle.
"Only a sci captain can make a b'rel transphasic build workable... and its not very effective. sensor scanbeta3 for a massive hull debuff (-70% debuff if you have good sensor and atk patterns skill) then pump transphasics in there.
Two tricobalt torpedoes is a bad idea.
Simply because the tricobalt, unlike other torps, trigger other tricobalt torps into half timer (not global 1-2 sec timer).
So you can high yield the first and queue a 2nd high yield 15 seconds later..but when you fire the first tric high yield the second torp goes into 15 second timer...
so you really cant fire two high yield tricobalts at once.
If you thinking of spacing them out to fire every 15 seconds...well... you'll do a lot more damage firing some other torpedo.
Fore: Hyper-plasma, breen cluster, hargpheng, tricobalt Aft: plasma mine, breen cluster.
Timing of it all:
Hyper plasma: 6 secs (3 with doffs proc).
hargpeng: 15 secs
tricobalt: 30 secs
plasma mine: 30 secs (silly to fire it without dispersal pattern)
breen cluster: 45 secs.
the firing order:
Fore: Breen cluster, hyper-plasma, tricobalt, harghpeng.
*You can replace the tricobalt with the omega torp.
opening salvo is the full fore loadout from 6km range using omega1... by 2km you should have unloaded all ammo and even tossed an extra hyper plasma trio of unbuffed torps.
aka, by the time you break off @1km there is a massive ball of torps just 1km behind you.
Toss plasma mines out as you break off.
I use dispersal 3.
I use plasma because all my dmg consoles are plasma based. plus the tricobalt torp being fired triggers 15s cooldown on tric mine so.. it throws timer off.
anyways.. you toss the mines out at 1km, break away while still under omega1 speed boost.
when you see your ball of torps hit, hit atk beta 1, fire the breen cluster and swing the nose around.
just as you swing around atk omega effect will wear off.
As you swing around the plasma mines will 'trigger' and the cluster torp will be halfway to target.
Fire all available fore weapons... what this does is the hargpheng fires..and its SO fast it will hit the target and inflict beta1 on it.. just as the plasma mines breen cluster mines are about to hit it.
bewm.
big time hull damage furious super stacked plasma burn from your 3x stacked heavy plasma torp dot harpheng dot stacked plasma mine dot stacked triple regular torpedo plasma dot.
...and it will have 1 more trio of hyper-plasma torps on the way and perhaps an unbuffed tricobalt too.
The reason for tossing the breen cluster out the rear is that under heavy AI aoe beam fire it will saturate the target with mines to hit..the plasma mines and the breen mines and all have a higher chance of hitting.
do you still use honor guard set ?
KHG or Romulan mk12 set work very nicely with this. The KHG is best but you should start with the romulan set first until you get used to the setup..the KHG will boost the damage but you need to fire the torps much closer since they slower...and you get caught in your own torp blasts.
Boff layout:
Cmdr Tac: HY1, HY2, Omega 1, Dispersal 3
Lt Cmdr Tac: Tac Team1, Beta1, Omega1
Lt: Your choice.
Lt: Your Choice.
The LT slots are up to you. I have multiple LT boffs for this ship depending on what im doing.
STF: Hazard 1, Repulsor 1; emg to engine1, aux to dampenern- This enables me to remain mobile, heal and repulsor to fix any TRIBBLE ups from pickup teams.
PVP: Hazard 1, Scramble Sensors 1; Mask Energy Sig 1, Scramble sensors 1 - This enables me to heal, re-cloak if im forced out of cloak and dual scramble sensors are godly with the doff that adds 10 seconds to enemy timers...plus scramble sensors breaks tractor locks.
Doffs.. 3 torpedo timer reduction doffs and 2 scramble sensors doff.
Flow Capacitors - tachyon beam particle burst tyken rift (LT level)
Decompiler - increases duration of disabling abilities (tricobalt mines/torps, photonic shockwave torpedo, etc).
Countermeasures - jam sensor, scramble sensors.
Particle - Grav well and particle burst.
Note: Flow Capacitor and Countermeasures are a must.
Those are your key b'rel lt level ability stats.
For sci captains (sci support torpedo brel) :
The above plus Graviton- photonic shockwave
shield emitters - (improves your heals to team)
here is a lobi store build. very price
http://www.stoacademy.com/tools/skillplanner/?build=cmdbop_993
here are my cheaper rep torpedo builds for science and a tactical captains
http://www.stoacademy.com/tools/skillplanner/?build=boptest1_993
http://www.stoacademy.com/tools/skillplanner/?build=boptest2_993
It's truly appreciated it and I look forward to working on it this weekend.
Here is a link to my bug and was wondering what I can do to make it more devastating and what doffs you all suggest using.
http://skillplanner.stoacademy.com/?build=pjlbug2_0
Thanks in advance and hope to see you on the battle field
Edit:
I should mention I have a full Fleet dual heavy Accx2 Dmgx2 poloron setup with blue MK12 consoles and the MK12 Jem'hadar set.
Currently I have a sci/healer setup and it's worked ok thus far but tbh, it is basically unneeded in pve.
Ship: Wells
Equipment
Fore Weapons: Grav Torp; 2x rapid fire transphasics
Aft Weapons: omni-directional beam; 2x rapid fire transphasics
Deflector: Elite Fleet
Impulse: MACO
Warp: Elite Fleet Reinforced [REP] [S->A][WCap][AMP][SSS]
Shields: MACO
Devices: RMC; Shield Bat; Field Modulator
Engi Consoles: Neutronium [+HullRep]x2; Spatial Charge
Sci Consoles: 2xVoth sci consoles shield emitters; 2xEmbassy particle gen
Tac Consoles: Nukara Particle Converter; Tachyokinetic; Tipler
Stations
Lt.Com Uni: EPTS 1; Ext. Shield 1; A2SIF 2
Lt. Uni: Jam Sensors 1; Scramble Sensors 1
Ensign Eng: EPTA 1
Comm. Sci: PH 1; HE 2; Sci Team 3; Grav Well 3
Lt. Sci: Tractor Beam 1; TSS 2
Doffs
- Maintenance Engineer (Increase healing skills when using EPTA)
- 2x Damage Control Engineers (Emergency power recharge reduction)
- Developmental Lab Scientist (recharge reduced for Sci Team)
- Gravimetric Scientist (aftershock GW)
The build seems to work well for healing as the 2pc. MACO + fleet deflector push cooldowns low enough to rely on 1 copy of my sci skills. I just haven't been able to find a way to balance out the healing with lower level skills to allow for more offensive setups. Anytime I try for pure CC/particle damage builds I lose so much survivability.
Really interested in thoughts - I'm open to any ship/equipment/boff advice.
Thanks!
is this for pvp? that looks well suited to pve, but wont work to well in pvp.
DC's, lose those, they are no good. your gunna want 4 DHCs instead.
for pvp on an escort, a non cloaking one at least, both EPtS and EPtE is basically essential, and you can fit both on the ship with 1 copy of each and damage control doffs. anything from 3 blues to 2 or 3 purples should be farily reliable for this. consoles and equipment are ok otherwise. AtS and HE1 are good on a ship like that, some people like to have RSP but you dont need it on something that fast imo.
since your just running cannons, for the rest of your doffs you cant go wrong with shield distribution doffs, giving you a shield heal with brace for impact.
APB is a good pve power, but wont get you anywhere in pvp really. try this instead
TT1, CRF1, APO1, APO3
TT1, APD1, CRF2
APO3 and CRF2 will get you higher spike then CRF3 and APO1 will. and with APD, you will alays have an attack pattern running, and that will give you extra resistence between APOs
thats pretty much your typical all cannon pvp escort build
for a pvp sci ship that looks quite solid actually. you might enjoy ISO on there too with that particle buffing, for when you get folks stuck in your GW. looks like a build that will benefit from that 6th doff slot too.
that is the problem with ships like that though, they just dont do anything in pve
The JHEC is often over shadowed by the other members of the Jem'Hadar family.
It's not a true escort like its little brother, and it's not a true carrier like its big brother.
It kinda fits somewhere in between and if anything, to me it screams flight deck cruiser.
With that in mind I started looking at cruisers and Aux2batt builds, particularly DDIS' Excelsior build.
Weapons
6 Beam array, 1 KCB
Boffs
TT1, APD1/APB1, FAW3, APO3
EPtS1, A2B1, DEM
EPtW1, A2B1
ET1, RSP1
HE1
Equipment
Borg/Omega engine
Borg/Omega deflector
Elite fleet shield
Hanger
Yellowstones/Scorpions
Consoles
Borg, Tackyo, Nukara, Leech (Mine Eng consoles)
0point, BIC (Embassy Sci consoles)
4 Energy consoles
Doffs
3 Tech doff, 1 Marion, 1 RSP doff, (1 Warp core debuff clear)
This build is far from perfect, there is the little problem of Aux2batt putting your aux power levels in the toilet for a lot of the time which will affect the cooldown on your hanger pets, aux batteries will help with that though.
Low aux also means that you are not getting much out of the the Nukara T4 passive and you'll only have 3 out of the 4 sub-systems over 75 all the time for an AMP core.
Also note that the JHEC does not get the bonus 10% defence that escorts normally get.
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Thanks for the reply.
Yes I Was thinking of setting this up just for PVP. I was on my way to outfitting it with DHC. Do you think I should stick with anti proton or poloron with the Jem'hadar MK12 set? I have them available already.
I'm pretty sure I have the doffs you mention for the emergency powers so will switch that around.
I didn't know about getting a better spike with APO3 and RF2 will definitely change that.
Thanks again.