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Best Plesh Brek dps build

dahminusdahminus Member Posts: 0 Arc User
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
Post edited by dahminus on

Comments

  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2013
    Cmdr Tac
    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
  • newromulan1newromulan1 Member Posts: 2,229
    edited December 2013
    4 of my kdf toons exclusively fly the b'rel and am used to the low shield mod and hull - I expect in a few weeks a LOT of crying here on the forums from most of the games pop that has never used a raider/bop - even though it has 30% more hull then the b'rel.

    Should be fun times in some events watching people go pop pop pop - as they are used to more tankier ships.
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    4 of my kdf toons exclusively fly the b'rel and am used to the low shield mod and hull - I expect in a few weeks a LOT of crying here on the forums from most of the games pop that has never used a raider/bop - even though it has 30% more hull then the b'rel.

    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
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    Why? Why would you build a raider as a dps ship? You should be building it as an alpha striker!

    *Leaves and consults Thissler about proper raider build and piloting practices*
    ZiOfChe.png?1
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    adamkafei wrote: »
    Why? Why would you build a raider as a dps ship? You should be building it as an alpha striker!

    *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
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2013
    adamkafei wrote: »
    Why? Why would you build a raider as a dps ship? You should be building it as an alpha striker!

    *Leaves and consults Thissler about proper raider build and piloting practices*

    Overload, APO, DEM, EPTE, RSP.....other than swapping the CSV for THY, what else would there be?
  • marc8219marc8219 Member Posts: 0 Arc User
    edited December 2013
    You have to survive to do dps. A ship with less then 30k hull, no epts, no omega, and no tac team won't do much surviving. Its more of a hit and run ship, but if you really must use it for dps instead of burst damage just transfer a scimitar a2b build over to it.
    Tala -KDF Tac- House of Beautiful Orions
  • deathsremnantdeathsremnant Member Posts: 265
    edited December 2013
    DHC front/Omni+Turret rear (full antiproton build) + Obelisk core for +10% ap dmg

    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
  • miirikmiirik Member Posts: 483 Arc User
    edited December 2013
    What is this alpha striking nonsense?
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited December 2013
    An Alpha strike means you make a massive attack in the first seconds of combat in the hopes that this burst of damage will destroy that enemy before they can retailate or heal back up. Throwing every thing you have at the enemy in a burst means that you have little to fall back on if it fails, but failure ideally is rare.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    If you aren't building your Plesh Brek for spike damage you are building it incorrectly. The ship is not a cruiser nor an escort. You are also down to 6 weapon slots, which means Dual Heavy Cannons, a Dual Beam Bank, and Quantum Torpedoes. For aft, toss in the Kinetic Cutting Beam and your choice of mines/torpedoes.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited December 2013
    May need to add mask energy signature as a poor mans cloak on it.
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    If you aren't building your Plesh Brek for spike damage you are building it incorrectly. The ship is not a cruiser nor an escort. You are also down to 6 weapon slots, which means Dual Heavy Cannons, a Dual Beam Bank, and Quantum Torpedoes. For aft, toss in the Kinetic Cutting Beam and your choice of mines/torpedoes.

    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.
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    dahminus wrote: »
    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.

    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 PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • mamif3mamif3 Member Posts: 149 Arc User
    edited December 2013
    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.

    Not every build in this game is about killing other players in less than five seconds.
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    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.

    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
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    mamif3 wrote: »
    Not every build in this game is about killing other players in less than five seconds.

    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 PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    dahminus wrote: »
    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

    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 PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • nx15nx15 Member Posts: 27 Arc User
    edited December 2013
    I take it you've never seen crazy damage Beam-scorts?

    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
  • zguillotinezguillotine Member Posts: 0 Arc User
    edited December 2013
    So, I see these builds all the time, use these weapons and these Boff powers, but I rarely see the complete build with DOFFs and Power Settings. I can figure out my skills, but I get TRIBBLE from my Hazard Emitters skill, so I am thinking maybe I need more power in Aux to boost it. DOFFs, I recently learned after returning to the game from a long break from computers, are very important as well.

    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.
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    I have a cannon build in the works that I am doing to test. It is ungodly expensive...doffs alone will range in the 100mil.

    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
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • vkfphoenixlordvkfphoenixlord Member Posts: 1,991 Arc User
    edited December 2013
    Please share your build with gear and doffs. I am interested in seeing how it looks.
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited December 2013
    Just got the new Breen Raider and would like some help with the build
    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
    NO TO ARC
    Vice Admiral Volmack ISS Thundermole
    Brigadier General Jokag IKS Gorkan
    Centurion Kares RRW Tomalak
    [SIGPIC][/SIGPIC]
  • dahminusdahminus Member Posts: 0 Arc User
    edited December 2013
    What are you trying to do with it?
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited December 2013
    dahminus wrote: »
    What are you trying to do with it?

    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
    NO TO ARC
    Vice Admiral Volmack ISS Thundermole
    Brigadier General Jokag IKS Gorkan
    Centurion Kares RRW Tomalak
    [SIGPIC][/SIGPIC]
  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited December 2013
    Here is what I did and it hits really hard:

    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.
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited January 2014
    If you aren't building your Plesh Brek for spike damage you are building it incorrectly. The ship is not a cruiser nor an escort. You are also down to 6 weapon slots, which means Dual Heavy Cannons, a Dual Beam Bank, and Quantum Torpedoes. For aft, toss in the Kinetic Cutting Beam and your choice of mines/torpedoes.

    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.
    Joined STO in September 2010.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    with 6 weapons, it cant suppress anyone, but with 4 fore weapons it can spike. cloak or not, thats all you can really do with it
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited January 2014
    Questions please. Why do you have a torpedo, not turret, in the aft? How do you pilot the Raider?

    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 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:
    • Bridge officer layout:
    • Commander Tactical: Tactical Team I, Attack Pattern Delta I, Beam Overload III, Attack Pattern Omega III
    • Lt. Commander Tactical: Torpedo High Yield I, Beam Overload II, Torpedo High Yield III
    • Lt. Science: Hazard Emitters I, Transfer Shield Strength II
    • Lt. Engineering: Emergency Power to Shields I, Auxiliary to Inertial Dampers I
    • Ensign Engineering: Emergency Power to Engines I
    • ----
    • Duty officer layout:
    • 2x Conn Officer - Tactical Team cooldown reduction and +10 to Attack Patterns
    • 1x Matter-Antimatter Specialist - Resistance with Auxiliary to Inertial Dampers and ability duration extension.
    • 2x Projectile Weapon Officer - 20% chance to reduce torpedo cooldown by 5 seconds.
    • 1x Damage Control Engineer - Chance to reduce the cooldown of all emergency power abilities whenever an emergency power ability is used.
    • ----
    • Weapons loadout:
    • Fore:
    • 2x Fleet Advanced Tetryon Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]x2
    • 1x Hyper-Refracting Dual Tetryon Beam Bank Mk XII
    • 1x Quantum Torpedo Launcher Mk XII [Acc] [CritD]x2
    • Aft:
    • 1x Kinetic Cutting Beam Mk XII [Dmg]x3
    • 1x Nukara Web Mine Launcher Mk XII
    • ----
    • Console loadout:
    • Engineering: 2x Fleet Enhanced RCS Accelerator Mk XII [AllRes]
    • Science: Sensor Disruption Field, Assimilated Module, Nukara Particle Converter
    • Tactical:
    • 2x Fleet Spire Vulnerability Identifier Mk XII [+Tetryon]
    • 2x Fleet Spire Vulnerability Exploiter Mk XII [+Tetryon]
    • 1x Fleet Spire Vulnerability Exploiter Mk XII [+Quantum Torp]
    • ----
    • Engine/Shield/Deflector: Full Omega Force
    • Warp Core: Dyson or Fleet Elite Reinforced Mk XII [AMP] [W->S]\

    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.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited January 2014
    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:
    • Bridge officer layout:
    • Commander Tactical: Tactical Team I, Attack Pattern Delta I, Beam Overload III, Attack Pattern Omega III
    • Lt. Commander Tactical: Torpedo High Yield I, Beam Overload II, Torpedo High Yield III
    • Lt. Science: Hazard Emitters I, Transfer Shield Strength II
    • Lt. Engineering: Emergency Power to Shields I, Auxiliary to Inertial Dampers I
    • Ensign Engineering: Emergency Power to Engines I
    • ----
    • Duty officer layout:
    • 2x Conn Officer - Tactical Team cooldown reduction and +10 to Attack Patterns
    • 1x Matter-Antimatter Specialist - Resistance with Auxiliary to Inertial Dampers and ability duration extension.
    • 2x Projectile Weapon Officer - 20% chance to reduce torpedo cooldown by 5 seconds.
    • 1x Damage Control Engineer - Chance to reduce the cooldown of all emergency power abilities whenever an emergency power ability is used.
    • ----
    • Weapons loadout:
    • Fore:
    • 2x Fleet Advanced Tetryon Dual Heavy Cannons Mk XII [Acc]x2 [Dmg]x2
    • 1x Hyper-Refracting Dual Tetryon Beam Bank Mk XII
    • 1x Quantum Torpedo Launcher Mk XII [Acc] [CritD]x2
    • Aft:
    • 1x Kinetic Cutting Beam Mk XII [Dmg]x3
    • 1x Nukara Web Mine Launcher Mk XII
    • ----
    • Console loadout:
    • Engineering: 2x Fleet Enhanced RCS Accelerator Mk XII [AllRes]
    • Science: Sensor Disruption Field, Assimilated Module, Nukara Particle Converter
    • Tactical:
    • 2x Fleet Spire Vulnerability Identifier Mk XII [+Tetryon]
    • 2x Fleet Spire Vulnerability Exploiter Mk XII [+Tetryon]
    • 1x Fleet Spire Vulnerability Exploiter Mk XII [+Quantum Torp]
    • ----
    • Engine/Shield/Deflector: Full Omega Force
    • Warp Core: Dyson or Fleet Elite Reinforced Mk XII [AMP] [W->S]\

    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.

    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.
    Joined STO in September 2010.
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