http://skillplanner.stoacademy.com/?build=puredpsraider_0
3 maintenance battery doffs, 1 quatermaster doff, 1 marion, 1 borg warefare doff
Edit: my build evolved...pure dps right there...so much fun
P.s. I'm looking for a very rare quatermaster batter cd reduction doff anyone has one
Chive on and prosper, eh?
My PvE/PvP hybrid
skill tree
Comments
TT1, CSV1, BO3, APO3
LtCmdr Eng
EPTE1, A2B1, DEM2
Lt Eng
EPTS1, RSP1
Lt Sci
HE1, TSS2
Ens Sci
Tractor Beam 1
Doffs
3 Technicians, 1 TT Conn Officer, 1 Shield-Penetrating-BO Energy Weapons
Should be fun times in some events watching people go pop pop pop - as they are used to more tankier ships.
That's my prediction as well...still, I'll be recommending this ship for all further nws ventures
My PvE/PvP hybrid skill tree
*Leaves and consults Thissler about proper raider build and piloting practices*
No cloak bro. Dps hard, not dpsing fast well be this popcorn's trademark
My PvE/PvP hybrid skill tree
Overload, APO, DEM, EPTE, RSP.....other than swapping the CSV for THY, what else would there be?
Com tact- Tact team,Volley 1, Omega 1, Rapid 3
Lt com sci- EPtS, Haz, Grav well i
Lt Engi - shield heal, reverse shield polarity 1
Lt engi- EptW, Direct energy mod 1
Ensign tact - Tact team
Romulan Tact captain, full superior Boffs for +crit chance+severity, 70% Crit Severity weapons
Alpha strike energy build
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
The incorrect build is the one that you don't enjoy. My build will nuke whole groups causing warp core destruction. I look forward to the epicness.
My PvE/PvP hybrid skill tree
Well, you are welcome to 1v1 me in your beam Plesh Brek once it is complete. That will show you why raiders are not meant to be suppression damage ships. Imagine if the Fleet B'Rel fought a Scimitar in a Beam Fire at Will fight. The B'Rel would be lucky if it gets the Scimitar's shields down before dying with a beam build.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Not every build in this game is about killing other players in less than five seconds.
Your on, 1v1 pve content...
I know there isn't a build that will do more dps.
I'd say good luck, but I know you will lose anyway
My PvE/PvP hybrid skill tree
Not every ship ingame is capable of running a pressure build. You can't treat a raider like a cruiser, most cruisers have double the hull rating and 20% more shielding than a raider. Not to mention two more weapon slots. The Plesh Brek is not a tank, nobody will ever make it a tank outside of a speed tank. In order to speed tank, the ship will need to use hit and run tactics. Which means Beam Overload and High Yield/Spread. Fire at Will is an aggro magnet and will not work well on a ship designed to get in, strike, and get out.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
A 1v1 is when two players shoot at each other's ships, not at NPCs. A PvP match is the only way to determine a ship's true effectiveness in combat. The raider playstyle has never been about how much damage/second a player can deal. It has always been about how much spike damage a player can deal instantly. Anyone can slot several copies of Beam Fire at Will in PvE and call it "dealing good DPS", but DPS doesn't mean effective damage. A spike damage build is going to kill a target much faster than a pressure damage build. However, the pressure damage build will have higher damage/second. Why? Longer downtime between shots. The fact is, the only thing a damage parser measures is your average damage over the course of the entire match. In between spike shots, the ship is dealing 0 damage because the target is dead. A team needs at least 2 Fire at Will boats before their collective damage actually starts to mean something overall. You only need one raider with a spike build to deal massive damage.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
What about those bugs that use only beams?
Beams can be highly effective in PvP, even more so than DHC's if you build it properly...
For PvE? Who cares? Just copy and paste any other build that already works
I also get the DHC change that made them viable on a ship, but if I want DPS I go with broadside capable mounts, Cannons are awesome, BAs are awesome even through they don't do as much DPS as a frontal assault, they are capable of firing more often. My assumption is that DHC is burst damage, Cannon and BAs are DPS or pressure builds.
But power settings affect cannon and beam weapons and many BOFF powers making those settings very important. For instance, on my Escorts/Raiders, I try and max at 105 points in weapons and use EPTW or weapon batteries to balance it out to 125 when I need some burst. Then I get around 75 ending power in shields, most of the rest in engines and drop usually the minimum 15 starting power in Aux. Looking at the ending results, I usually achieve around 105/76/45/30 depending on the consoles I have.
But man...the paper math shows that this build is going to make this ship overkill...
Its radically different then typical the aux2bat and double up builds.
I'll post the build after i buy my doffs
..dont want to see a skyrocket
My PvE/PvP hybrid skill tree
http://skillplanner.stoacademy.com/?build=jokag1_0
I know the link is for the chell grett but the raider isnt there yet
here are my boffs and consoles.
Tactical Consoles
Universal Breen Energy Dissipator
Tetryon Pulse Generator mk XI (Rare)
Tetryon Pulse Generator mk XI (Uncommon)
Tetryon Pulse Generator mk XI (Rare)
Tetryon Pulse Generator mk XI (Rare)
Science
Universal Sensor Disruption Field
Emitter Array Mk XI (uncommon)
Shield Emitter Amplifier mk XI (rare)
Engineering
Enhanced Monotanium Alloy Mk XII [+HullHP] (Ultra Rare)
Electroceramic Hull Plating Mk XI (rare)
Boff Skills:
Commander Tactical
Beam Array: Fire at Will I
Cannon: Rapid Fire I
Dispersal Pattern Beta II
Attack Pattern Omega II
Ensign Universal
Tachyon Beam I
Lieutenant Universal Station
Emergency Power to Shields I
Reverse Shield Polarity I
Lieutenant Universal Station
Tactical Team I
Attack Pattern Delta I
Lt. Commander Universal Station
Hazard Emitters I
Jam Targeting Sensors II
Gravity Well I
Need advice on how to improve it thanks
Thanks in advance
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
My PvE/PvP hybrid skill tree
I'd like to make it a heavy hitter so it can work in PVP as well as PVE.
so need to improve my buid
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
Polaron weapons: FRONT: DBB CRTDx3, DHC CRTDx3, DCH CRTDx3, DCH CRTDx3
rear, Turret ACC3, KCB
Borg XII ENG, Borg Deflector, Elite Fleet Res shields ResA
now also another option that works really well is the Romulan Eng that give boost to attack patterns. APB3 is already stupid strong and with the Doff that grans a cooldown it give a very large added damage boost. when I run the Romulan Eng I use the Omege Deflector and the Fleet shields
Boff stations:
CMDR TAC: TT1,BO2,CRF2,APB3 (Romulan Embassy Tac + crth)
ENG LTCMDR: ET,A2B,DEM
LT ENG: EPTS,A2B
LT SCI: HE, TSS
ENS TAC: TT1 (Romulan Embassy Boff + Crth) sometimes I use EPTE or EPTW here.
consoles:
TAC: 5 spire +31.6 damage + CRTH polaron
ENG: Leech, Fleet Neutronium + PWR Transfer
SCI: Borg, Zero point, Tachokenitic converter
Doffs: AP cooldown doff, 3 Techs, Marion (DEM)
I use an Aux2batt setup to keep tac and heal abilities on short cooldown and with all the bonus to crit chance I have I went with all high crit severity weapons.
I can stack 7k, 9, 10k crits over and over. I can run up behind a cruiser and hit all my buffs and they pop in about 1.5 seconds.
Questions please. Why do you have a torpedo, not turret, in the aft? How do you pilot the Raider in PvE matches?
I'm finding that getting to a target's flanking position can take some time, and if I am not firing then I am losing opportunities to damage. Sitting or backing up while firing at a target has worked for me but I lose defense from speed. I have not tried flying at a target, braking and then spinning to keep the target in my sights as I inertia-slide past it.
I was thinking that perhaps I should remain flying at all times, since the ship is fragile, and equip it with beams. I would appreciate your and others comments.
Thank you for the time, attention, and for sharing.
Turrets are what ships use when they have aft slots open, but they don't have anything better to use. The damage dropoff for turrets is pathetic and they aren't much use outside of Cannon Rapid Fire/Scatter Volley. Not to mention in PvP they are just another source of healing procs on consoles/set gear or the +Resistance proc on Elite Fleet shields.
Raiders are all about hit and run spike damage. Slot the Omega Force Deflector, Engine, and Shield on the Raider. The Omega Shield is Regenerative, which means it won't take much damage, but it restores health very quickly. The two piece bonus grants a shield stripping proc with weapons and the three piece grants an ability that disables a target's ability to turn (perfect for raiders and flanking).
The key to raider success is a Dual Beam Bank + Beam Overload II or III coupled with a fast moving high damage Torpedo attack (typically Quantum Torpedo + High Yield I or III). In PvE, it's possible to run something like this:
Just an idea for you. The layout is designed to take advantage of the ship's defining feature; speed and maneuverability. The Cutting Beam + Assimilated Module will help with beam overload power drain and the full Nukara Weapons set will grant the highly effective Refracting Beam Overload ability.
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Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Interesting build and rationale. Thank you for taking the time to flesh each out.
@dontdrunkimshoot-If your post was responding to mine, thank you. The suppression reference confused me.