I'm gonna disagree with Horizon's statement that the Kumari is a good "stay in the fight" escort. It's not. You need a LTC Engi or Sci for that. Anyone using this ship and going solo into a Arena with a PUG is going to be disappointed. You have to have someone healing you if you're going to be effective in the Kumari.
The real "stay in the fight" escorts would be: The Fleet Patrol (10% more hull and shields than Kumari), the Steam Runner, and most likely of all the Mobius Temporal Destroyer.
I'm gonna disagree with Horizon's statement that the Kumari is a good "stay in the fight" escort. It's not.......The real "stay in the fight" escorts would be: The Fleet Patrol (10% more hull and shields than Kumari), the Steam Runner, and most likely of all the Mobius Temporal Destroyer.
Those are all good escorts, yes, and they each have their own strengths and weaknesses. But Horizon is right. The Andorian can be a great escort that can stay in the fight and still pack a mean punch. It's all about how you build it and fly it. Timing and awareness of the situation will make or break this build. It takes some practice, some getting used to. But to say it can't hold its own is an understatement.
I think that any non-battle cloaking ship, counts as stay in the fight ship. Warbirds, and hopefully soon BoPs again, can build with getting away in mind, escorts not so much.
Of course the fleet patrol is sturdier then the kumari...still neither can get a way like a scimi.
How come in your build for the excelsior, you suggest the Omega 2 piece set, but for the regent you only suggest the borg 2 piece set? I understand the benefits of both, but I'm curious as to which is generally superior on a beamboat, or on a battlecruiser.
I'm gonna disagree with Horizon's statement that the Kumari is a good "stay in the fight" escort. It's not. You need a LTC Engi or Sci for that. Anyone using this ship and going solo into a Arena with a PUG is going to be disappointed. You have to have someone healing you if you're going to be effective in the Kumari.
The real "stay in the fight" escorts would be: The Fleet Patrol (10% more hull and shields than Kumari), the Steam Runner, and most likely of all the Mobius Temporal Destroyer.
any escort that cant battlecloak is a stay and fight dogfighter, they have no choice. the andorian escort is only slightly behind other escorts in shield mod, not enough to disqualify it from anything. for an escort, offense can be the best defense, and its certainly got the most offense.
How come in your build for the excelsior, you suggest the Omega 2 piece set, but for the regent you only suggest the borg 2 piece set? I understand the benefits of both, but I'm curious as to which is generally superior on a beamboat, or on a battlecruiser.
borg 2 part tends to be the best choice no mater what, but a few other sets can help your offense a bit. it just depends on what you think you need the most of in a battle. the excelsior has the mandatory ET for hull heal over the regent that unless it used EPtS/W3 wouldn't have it, so with that extra hull heal on the excelsior my first choice is to go a bit more offense, with defense covered a bit more by default.
Hello peeps, I just recently got into doing pvp and I just wanted some pointers, Ideas, or suggestions about my fleet battle cruiser Mini Tank/ Healer/ Small control build.
ENG consoles-Borg universal console,2 Alloy fleet grade consoles(1 with shield heal,1 with Hull heal), and 1 Energy resistnace console with 2.5% defence
For the most part it works ok but 1vs1 takes forever due to the fact that my engine/speed skills are low so my ship isn't very maneuverable. However when im with a group I can stay on the outside and Hit/Heal/ and control without a hitch. She can take quite a bit of damage. the shields hold verywell which is why I only have one shield Heal. My toon himself is tailored as such, Acc over Crits, Heals over speed, good resistances to everything, auxpower skill is maxed, exotic partical skill is high, medium hull strength, maxed shield strength.
*(How we deal with death is at least as important as how we deal with life)*
that can depend on any number of things. the easy answer is elite disruptors, debuffing shield res. polarized disruptors are great if you happen to spec flow caps, that buffs the pol proc it has too. nanite make nice turrets, increasing bleed ever so when they proc, or maybe a full set of beam arrays for slightly better hull penetration pressure. elatchi have shots strait up pierce shields, with a lockout period after. this is best used with high damage per shot weapons, not high rate of fire weapons. a full set of forward DHCs, or just 1, or a DBB for BO. having the elachi DBB proc when you use BO is practically exploit good. i like a full set of elachi beam arrays too, you just dont ever want to use elachi turrets, what good would that penetration be on such a week shot? if you pared them with elachi DHCs, the turret could lock out better DHC procs.
Hey everyone, I need some advices on building my Scimitar. Honestly it's the ship that has been most tedious to set up. I usually think "ha-ha, got it!", do modifications and still can't decide myself. My idea is to make it a vape ship, decloak -> strike -> recloak. Seriously, staying in fight means death, I can easily draw a target on the hull saying "Fire at me!" as I'm the priority target in PvP. No exclusions. Currently, I'm set up like this. (Tried fleet T'varo too, but got boring after some time).
There's something that doesn't convince me at all with all that DHC spam.
I might go run the Gravimetric torpedo + Experimental proton weapon for two piece bonus to CrtH and photon torpedo damage on and/or DBB with BO. Already on my way to get Dyson three piece set engine + deflector + shields for the oneshotting proton barrage. Absolutely NO AtB based, I don't want the cloak to be unavailable at the wrong moment and honestly, it is kinda boring.
This is what I use right now. Fore [Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
Rear: [Voth Antiproton Turret MK XII [acc]x2 [dmg]] x2
[Kinetic Cutting Beam MK XII [dmg]x3]
Tactical:
[upgrading to MK XII spire consoles that boosts AP damage, currently holding credits if I should change something]
Cmdr Tac:
TT1, CRF1, CRF2, APO3
Ens. Tac:
TT1
Lt. Eng:
EptS1, DEM1
LtCmdr Eng:
EptE1, DEM1, EPtW3
Lt Sci:
TB1, HE2.
doffs are Shield Distribution officers and three damage control engineers.
In inventory there's a Plasmonic Leech if helps, feel free to bump in the other two Scimitar consoles if needed, they are just a while ahead (yes, I got the Scimitar itself alone months ago, I regret not waiting more!).
So, I chose science for healing. However, in 1v1 PvP, I want to last long enough to actually do something. What ship type do I want for that?
Also, I am planning on eventually owning a Tholian Recluse. What category does it fall into?
If you already have it, or got it free a while back, I find the nebula a good first science ship. It's versatile and has good Hull and Shields so it's a bit forgiving.
So here's my future (planned) Fleet Avenger build. ddis, I have been a perennial fan of this thread and I would love it if you could give me some feedback on this, as well as anyone else around these parts!
Weapons - Fore: Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Weapons - Aft: Nukara Web Mine
Tractor Beam Mine Launcher Kinetic Cutting Beam Mk XII [Dmg]x3
D I S C/S: Elite Fleet Axion Deflector Array [?][?][SciCdr] Omega Force Impulse Engines
Omega Force Shield Array
Consoles
Engineering:Plasmonic Leech, Enhanced RCS Accelerator Mk XII [AllRes] (x3)
Tactical:Vulnerability Exploiter Mk XII [+Dis] (x4)
Bridge Officers - VARIANT 1:
LTC TAC (Sup. Rom. Op.): TT1, BO2, BO3
ENS TAC (Sup. Rom. Op.): TT1
CMDR ENG: EPtW1, AtB1, EPtS3, DEM3
LT SCI: PH1, TSS2
LT SCI: TB1, HE2
Bridge Officers - VARIANT 2:
LTC TAC (Sup. Rom. Op.): TT1, BO2, APO1
ENS TAC (Sup. Rom. Op.): TT1
CMDR ENG: EPtW1, AtB1, EPtS3, DEM3
LT SCI: PH1, TSS2
LT SCI: TB1, HE2
Duty Officers
Technician (x3)
Energy Weapons Officer (Beam Overload variant) (x3)
For those unaware, the Energy Weapons officer has a chance, upon successful Beam Overload, to cause all energy weapon attacks to gain 35% shield penetration for a while.
Now before anyone says "WHY ARE YOU USING 1 AtB NOOB", let me please preface anything further by saying that I realize how odd this seems. It certainly seems to odd to me as well, having used 2x AtB builds, and running a fantastic Monbosh build for a while. But the AtB here is used in a very specific way, which is not that of a constant cycling and tanking method. Also, I have found some interesting observations about how AtB seems to work, which is to say that 1 copy might actually do the job of two, in certain cases.
Basically, you go out under cloak, pick your target. Buff up with APA, APO (if available), EPtW, TT1, DEM3. Point nose, prepare to decloak. If your team has engaged them properly and their shield facing near you is about to go down, then hit BO3/2. Otherwise, just decloak and fire until the facing falls, then hit Tractor Beam (have BO keybinded to tractor so they both activate at the same time, and then fire the BO).
There are many videos of just how much face-melting spike Avengers are capable of, and I trust that this build will be no different in that regard.
Now about 1x AtB. I have not tested this extensively, but what I have observed has truly left me a little intrigued, to say the least. So here I am, floating above Earth in my Monbosh. I have 2xAtB. I hit DEM3. 30 seconds on the clock. I hit AtB. Then AtB again, etc etc. Long story short DEM stays active for 30 seconds and there's a 15-16 second gap (on average) before I can use it again.
Now let's take off one of my AtB engineering DOFFs. Now I just have one copy of AtB. I hit DEM3 again. 30 seconds on the clock like last time. I hit AtB. 40sec CD on AtB becomes 25sec, so it'll be 25s before I can hit AtB again. Ok. I wait 25s and hit AtB. OH WHAT'S THIS?! DEM cooldown just jumped down to 15sec! Looks like I had to wait pretty much an equal amount of time (on stopwatch - between 15 - 16 second gap) before I could hit DEM again!
Basically, the 1x AtB trick will work for anything that has a cooldown of greater than 25 seconds after one copy of AtB is activated. Seriously, try it yourself, and try not to complain to the devs in favor of a nerf when you realize how deadly useful it is.
At any rate, I'd love any feedback y'all have for me.
thats a grave miss use of the defiant frankly. without EptE and EPtS up all the time its not going to do well. rsp will just slightly delay the inevitable, wile you move around to slow for an escort to be competitive. all cannons is a no no too, its got to many tac station powers, one of which cant even be used. this is pretty much the cookie cutter use for that ships station setup, you could swap grav torp and spread in for the DBBB and BO though. ive had good luck with that lately on 3 canon escorts
thats a grave miss use of the defiant frankly. without EptE and EPtS up all the time its not going to do well. rsp will just slightly delay the inevitable, wile you move around to slow for an escort to be competitive. all cannons is a no no too, its got to many tac station powers, one of which cant even be used. this is pretty much the cookie cutter use for that ships station setup, you could swap grav torp and spread in for the DBBB and BO though. ive had good luck with that lately on 3 canon escorts
What do you guys think of the Romulan engine that gives a bonus to starship attack patterns? On my fleet Mogai, would it be worth using them, and then the two piece Omega deflector + shield, rather than the traditional 2 piece deflector + engines and fleet shield?
Could anyone suggest a good kinetic dmg build for the vesta?
I used to run a full plasma cannon, dual aux2bat, tbr3 build with all embassy Part + plasma consoles.
just wasn't sure if that was still optimal or if something similar but different would be better now with the new tbr pull doff, Dyson grav torpedo spreads into a GW. Not sure if dual aux2bat is best way to go now for this ship and a kinetic build.
I am looking for a build to do science control and shutdowns. I plan to use this in a team situation and to run the No Win Scenario. So far the builds I am finding do not have a skills guide. I own the Fleet Caitian, the Vesta, the 9-pack sci-destroyers, or I am thinking of picking up the Wells/Temporal Destroyer. As you can tell, i am a Fed. Thanks for any help you can give me.
Hi. Just looking for some feedback on a fleet ha'feh build. Any suggestions would be awesome. Also wondering if running romulan plasma would be a big mistake? I have rom plasma acc x2 and fleet advanced antiproton acc x2 + dmg x2. Thanks!
wepons
4x DHC, 2x Turrets, 1x KCB
TT1, CRF1, APO1, APO3
TT1, APD1, CRF2
EPtS1,
EPtS1, EPtW2
TSS1, HE2
equipment
borg engine
borg deflector
elite singularity
elite shield
consoles
2x Neutronium+allres, 1x RCS+allres
borg, leech
5 AP tac consoles
doffs
1x Conn Officer - Attack pattern cooldown
1x Conn Officer - TT cooldown
1x Damage Control Engineer - Emergency power cooldown
1x Hazard Systems Officer - DR on BFI
1x Shield Distribution Officer - Shields on BFI
1x ??? open
After looking at and playing around a bit with the dyson destroyer that we got over the anniversary event, I've decided that I quite enjoy the play style of the ship and wanted to see if I could come up with a PVP set up that would do well.
Here is my thoughts after doing some research on energy drain builds for a sci officer. Though I'm not completely sold on the Solanae set and leaning more towards going 2 pc borg and fleet shields. Any thoughts or changes you guys might make?
Dose anyone know if there is someone who is going to do a pvp fleet list. My fleet is wanting to get its feet wet with pvp and have some fun with vs. Others
Considering myself an ***** for not getting the Scimitar pack, I'm finishing the set with dilithium. TRIBBLE me who couldn't wait a bit more and got the tac one only! It was a total fail, it lacked the lethality of a Scimitar.
After hours and hours of thinking on a good build with a lot of advices from skilled captains who use the Scimitar properly, I'd like to share my build, maybe the OP will even link it in front page who knows :rolleyes:
(you're free to use any energy type you want, I went with AP for the high spike they can deliver on Crits out of cloak.)
Scimitar
Front Weapons: 5x [Advanced Fleet Antiproton Dual Heavy Cannons MK XII [Acc]x2 [Dmgx2]]
Aft: 2x [Voth Antiproton Turret MK XII [Acc]x2 [CrtH]] KCB
Borg Engine + deflector Elite Fleet Shields
Thoron-Infused core
Doffs:
3 techs, 1 warp core cleanse doff, marion/zemok if you have them otherwise just stick for BFI doffs (like I do for now, :P )
How it works:
No jokes, you can't take a beating. You have just HE2 to quickly restore HP and not even an EPtS (under cloak it doesn't work even with Tulwar console :eek:). Why? You have to destroy a target and stay visible until ambush lasts, then get out there. The Valdore console will feed your shields constantly but don't rely on it that much, it can leave you naked in a moment of need. A cloaked barrage can help you to get some shots without having to reveal yourself, just watch out for AoE.
Really, get used to it. You have the tactical advantage of being able to disappear without worrying about a torpedo salvo to nuke your face.
So, there's no real "spike" such as BO3/2 to soften up targets, just a lot of firepower and a very paper thin hull. But! there's so much firepower than you can possibly wipe out the enemy, the map, other players in other instances and physically cancel players from space time. No wonder how a poor Fleet Dread popped in a single volley while still moving towards cracked planetoid, or... vape vapers who are vaping some of your team.
Get your buffs ready, and reserve CRF2 to get the most out of it. When you're close enough, AtB yourself and decloak. With even a regular reman infiltrator, you get slightly more than 12 seconds of ambush, enough for AtB to wear off; in the meantime, the thoron-infused core will slightly overcap weapon power. Use AtD while escaping to get rid of TBR, GW and anything that will prevent you from cloaking.
If there's still a target, repeat till it bleeds :P
Binds:
I've set everything to manual for once. I need control over attack patterns, EPtX powers and stuff. I've bound the Z key to shield distribution and execute tray 4, where the double TT is. If one seems enough to you, replace it for a ST1/TSS1/ET1 your pick.
Drunk or anybody. Got a recommendation for the best beams to use for fed in pvp? I have a tanky assault crusier I have been running for an A2B build on in STF for a while but in the last week I've taken it into pvp and been suprised at its durability.
I'm looking for an upgrade from my old school mkxii AP borg beams.
this thread seemed like a great idea, before there was rep. when you just had the stf sets and you earned them from salvage drops. since then, there has been an itemization, grind, and lockbox ship explosion, not to mention another faction.
theres to much stuff to run a thread like this anymore, unless you have every bit of it, and have far more time and autism then i have. the itemization explosion hasn't even reached its peek yet, each new rep or box or holding means an across the board update would be needed. its completely untenable.
so, that's why ive all but ignoring the thread. the information in it is still good, but the builds are a little outdated. it should do new players plenty of good still, but i have no intention to add builds, unless the itemization were to end. but then this would be a dead game so there would be no point lol
anyone else is welcome to add to it if they like, no harm in that.
Comments
I'm gonna disagree with Horizon's statement that the Kumari is a good "stay in the fight" escort. It's not. You need a LTC Engi or Sci for that. Anyone using this ship and going solo into a Arena with a PUG is going to be disappointed. You have to have someone healing you if you're going to be effective in the Kumari.
The real "stay in the fight" escorts would be: The Fleet Patrol (10% more hull and shields than Kumari), the Steam Runner, and most likely of all the Mobius Temporal Destroyer.
Those are all good escorts, yes, and they each have their own strengths and weaknesses. But Horizon is right. The Andorian can be a great escort that can stay in the fight and still pack a mean punch. It's all about how you build it and fly it. Timing and awareness of the situation will make or break this build. It takes some practice, some getting used to. But to say it can't hold its own is an understatement.
Of course the fleet patrol is sturdier then the kumari...still neither can get a way like a scimi.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
How come in your build for the excelsior, you suggest the Omega 2 piece set, but for the regent you only suggest the borg 2 piece set? I understand the benefits of both, but I'm curious as to which is generally superior on a beamboat, or on a battlecruiser.
any escort that cant battlecloak is a stay and fight dogfighter, they have no choice. the andorian escort is only slightly behind other escorts in shield mod, not enough to disqualify it from anything. for an escort, offense can be the best defense, and its certainly got the most offense.
borg 2 part tends to be the best choice no mater what, but a few other sets can help your offense a bit. it just depends on what you think you need the most of in a battle. the excelsior has the mandatory ET for hull heal over the regent that unless it used EPtS/W3 wouldn't have it, so with that extra hull heal on the excelsior my first choice is to go a bit more offense, with defense covered a bit more by default.
- Fore weapons- 2 polaron Beam arrays,3 Polaron DHC all fleet grade
- Borg deflector set
- Engines2Aux warp core fleet grade
- Aft weapons- 2 polaron turrets Fleet grade, Borg Cutting beam array
- ENG consoles-Borg universal console,2 Alloy fleet grade consoles(1 with shield heal,1 with Hull heal), and 1 Energy resistnace console with 2.5% defence
- Sci consoles- 1 increase Hold/slow fleet grade, 1 resistance to drains fleet grade
- Tac-2 cannon consoles, and two Polaron consoles
- Sci Boffs- Haz1, CPB1/ TracB1,Repul1
- Tac Boffs-TT1,CSV1,CRF2/ BFAW1
- Eng Boff-EP2shields,ENGT2,EWP2,Aux2struc
For the most part it works ok but 1vs1 takes forever due to the fact that my engine/speed skills are low so my ship isn't very maneuverable. However when im with a group I can stay on the outside and Hit/Heal/ and control without a hitch. She can take quite a bit of damage. the shields hold verywell which is why I only have one shield Heal. My toon himself is tailored as such, Acc over Crits, Heals over speed, good resistances to everything, auxpower skill is maxed, exotic partical skill is high, medium hull strength, maxed shield strength.that can depend on any number of things. the easy answer is elite disruptors, debuffing shield res. polarized disruptors are great if you happen to spec flow caps, that buffs the pol proc it has too. nanite make nice turrets, increasing bleed ever so when they proc, or maybe a full set of beam arrays for slightly better hull penetration pressure. elatchi have shots strait up pierce shields, with a lockout period after. this is best used with high damage per shot weapons, not high rate of fire weapons. a full set of forward DHCs, or just 1, or a DBB for BO. having the elachi DBB proc when you use BO is practically exploit good. i like a full set of elachi beam arrays too, you just dont ever want to use elachi turrets, what good would that penetration be on such a week shot? if you pared them with elachi DHCs, the turret could lock out better DHC procs.
There's something that doesn't convince me at all with all that DHC spam.
I might go run the Gravimetric torpedo + Experimental proton weapon for two piece bonus to CrtH and photon torpedo damage on and/or DBB with BO. Already on my way to get Dyson three piece set engine + deflector + shields for the oneshotting proton barrage. Absolutely NO AtB based, I don't want the cloak to be unavailable at the wrong moment and honestly, it is kinda boring.
This is what I use right now.
Fore
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
[Advanced Fleet Antiproton Dual Heavy Cannons MK XII [acc]x2 [dmg]x2]
Rear:
[Voth Antiproton Turret MK XII [acc]x2 [dmg]] x2
[Kinetic Cutting Beam MK XII [dmg]x3]
Borg deflector + borg engines
[Elite Fleet Adaptive Resilient Shield Array Mk XII [adapt] [ResB] [cap]x2]
Science:
[Console - Universal - Assimilated Module]
[Console - Universal - Shield Absorptive Frequency Generator]
[Console - Universal - Cloaked Barrage]
Engineering:
[Console - Engineering - Enhanced RCS Accelerator]
[Console - Universal - Tachyokinetic Converter]
Tactical:
[upgrading to MK XII spire consoles that boosts AP damage, currently holding credits if I should change something]
Cmdr Tac:
TT1, CRF1, CRF2, APO3
Ens. Tac:
TT1
Lt. Eng:
EptS1, DEM1
LtCmdr Eng:
EptE1, DEM1, EPtW3
Lt Sci:
TB1, HE2.
doffs are Shield Distribution officers and three damage control engineers.
In inventory there's a Plasmonic Leech if helps, feel free to bump in the other two Scimitar consoles if needed, they are just a while ahead (yes, I got the Scimitar itself alone months ago, I regret not waiting more!).
Thanks in advance
Also, I am planning on eventually owning a Tholian Recluse. What category does it fall into?
If you already have it, or got it free a while back, I find the nebula a good first science ship. It's versatile and has good Hull and Shields so it's a bit forgiving.
Weapons - Fore:
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Nanite Disruptor Dual Beam Bank MK XII [Acc]x3
Weapons - Aft:
Nukara Web Mine
Tractor Beam Mine Launcher
Kinetic Cutting Beam Mk XII [Dmg]x3
D I S C/S:
Elite Fleet Axion Deflector Array [?][?][SciCdr]
Omega Force Impulse Engines
Omega Force Shield Array
Consoles
Bridge Officers - VARIANT 1:
Bridge Officers - VARIANT 2:
Duty Officers
For those unaware, the Energy Weapons officer has a chance, upon successful Beam Overload, to cause all energy weapon attacks to gain 35% shield penetration for a while.
Now before anyone says "WHY ARE YOU USING 1 AtB NOOB", let me please preface anything further by saying that I realize how odd this seems. It certainly seems to odd to me as well, having used 2x AtB builds, and running a fantastic Monbosh build for a while. But the AtB here is used in a very specific way, which is not that of a constant cycling and tanking method. Also, I have found some interesting observations about how AtB seems to work, which is to say that 1 copy might actually do the job of two, in certain cases.
Basically, you go out under cloak, pick your target. Buff up with APA, APO (if available), EPtW, TT1, DEM3. Point nose, prepare to decloak. If your team has engaged them properly and their shield facing near you is about to go down, then hit BO3/2. Otherwise, just decloak and fire until the facing falls, then hit Tractor Beam (have BO keybinded to tractor so they both activate at the same time, and then fire the BO).
There are many videos of just how much face-melting spike Avengers are capable of, and I trust that this build will be no different in that regard.
Now about 1x AtB. I have not tested this extensively, but what I have observed has truly left me a little intrigued, to say the least. So here I am, floating above Earth in my Monbosh. I have 2xAtB. I hit DEM3. 30 seconds on the clock. I hit AtB. Then AtB again, etc etc. Long story short DEM stays active for 30 seconds and there's a 15-16 second gap (on average) before I can use it again.
Now let's take off one of my AtB engineering DOFFs. Now I just have one copy of AtB. I hit DEM3 again. 30 seconds on the clock like last time. I hit AtB. 40sec CD on AtB becomes 25sec, so it'll be 25s before I can hit AtB again. Ok. I wait 25s and hit AtB. OH WHAT'S THIS?! DEM cooldown just jumped down to 15sec! Looks like I had to wait pretty much an equal amount of time (on stopwatch - between 15 - 16 second gap) before I could hit DEM again!
Basically, the 1x AtB trick will work for anything that has a cooldown of greater than 25 seconds after one copy of AtB is activated. Seriously, try it yourself, and try not to complain to the devs in favor of a nerf when you realize how deadly useful it is.
At any rate, I'd love any feedback y'all have for me.
thats a grave miss use of the defiant frankly. without EptE and EPtS up all the time its not going to do well. rsp will just slightly delay the inevitable, wile you move around to slow for an escort to be competitive. all cannons is a no no too, its got to many tac station powers, one of which cant even be used. this is pretty much the cookie cutter use for that ships station setup, you could swap grav torp and spread in for the DBBB and BO though. ive had good luck with that lately on 3 canon escorts
3DHC, 1 DBB, 3 turrets
TT1, CRF1, APO1, APO3
TT1, CRF1, BO3
BO1
EPtE1, EPtS2
TSS1, HE2
with 3 damage control doffs for and 2 or 3 BO penetration doffs.
I used to run a full plasma cannon, dual aux2bat, tbr3 build with all embassy Part + plasma consoles.
just wasn't sure if that was still optimal or if something similar but different would be better now with the new tbr pull doff, Dyson grav torpedo spreads into a GW. Not sure if dual aux2bat is best way to go now for this ship and a kinetic build.
wepons
4x DHC, 2x Turrets, 1x KCB
TT1, CRF1, APO1, APO3
TT1, APD1, CRF2
EPtS1,
EPtS1, EPtW2
TSS1, HE2
equipment
borg engine
borg deflector
elite singularity
elite shield
consoles
2x Neutronium+allres, 1x RCS+allres
borg, leech
5 AP tac consoles
doffs
1x Conn Officer - Attack pattern cooldown
1x Conn Officer - TT cooldown
1x Damage Control Engineer - Emergency power cooldown
1x Hazard Systems Officer - DR on BFI
1x Shield Distribution Officer - Shields on BFI
1x ??? open
http://skillplanner.stoacademy.com/?build=mydysontestbuild_0
Here is my thoughts after doing some research on energy drain builds for a sci officer. Though I'm not completely sold on the Solanae set and leaning more towards going 2 pc borg and fleet shields. Any thoughts or changes you guys might make?
After hours and hours of thinking on a good build with a lot of advices from skilled captains who use the Scimitar properly, I'd like to share my build, maybe the OP will even link it in front page who knows :rolleyes:
(you're free to use any energy type you want, I went with AP for the high spike they can deliver on Crits out of cloak.)
Scimitar
Front Weapons:
5x [Advanced Fleet Antiproton Dual Heavy Cannons MK XII [Acc]x2 [Dmgx2]]
Aft:
2x [Voth Antiproton Turret MK XII [Acc]x2 [CrtH]]
KCB
Borg Engine + deflector
Elite Fleet Shields
Thoron-Infused core
Consoles:
Engineering:
[Console - Universal - Singularity Distributor Unit]
[Console - Universal - Cloaked Barrage]
Science:
[Console - Universal - Assimilated Module]
[Console - Universal - Tachyokinetic Converter]
[Console - Universal - Shield Absorptive Frequency Generator] (aka, Valdore console)
Tactical:
x5 Vulnerability Locator based on your energy type
Elite Drones for Hangar.
Boffs:
Comm. Tac: TT1 / APD1 / CRF2 / APO3
Ensign Tac: TT1
LtComm. Eng: EPtW1 / AtB1 / DEM2
Lt. Eng: EPtE1 / AtD1
Lt. Sci: TB1 / HE2
Doffs:
3 techs, 1 warp core cleanse doff, marion/zemok if you have them otherwise just stick for BFI doffs (like I do for now, :P )
How it works:
No jokes, you can't take a beating. You have just HE2 to quickly restore HP and not even an EPtS (under cloak it doesn't work even with Tulwar console :eek:). Why? You have to destroy a target and stay visible until ambush lasts, then get out there. The Valdore console will feed your shields constantly but don't rely on it that much, it can leave you naked in a moment of need. A cloaked barrage can help you to get some shots without having to reveal yourself, just watch out for AoE.
Really, get used to it. You have the tactical advantage of being able to disappear without worrying about a torpedo salvo to nuke your face.
So, there's no real "spike" such as BO3/2 to soften up targets, just a lot of firepower and a very paper thin hull. But! there's so much firepower than you can possibly wipe out the enemy, the map, other players in other instances and physically cancel players from space time. No wonder how a poor Fleet Dread popped in a single volley while still moving towards cracked planetoid, or... vape vapers who are vaping some of your team.
Get your buffs ready, and reserve CRF2 to get the most out of it. When you're close enough, AtB yourself and decloak. With even a regular reman infiltrator, you get slightly more than 12 seconds of ambush, enough for AtB to wear off; in the meantime, the thoron-infused core will slightly overcap weapon power. Use AtD while escaping to get rid of TBR, GW and anything that will prevent you from cloaking.
If there's still a target, repeat till it bleeds :P
Binds:
I've set everything to manual for once. I need control over attack patterns, EPtX powers and stuff. I've bound the Z key to shield distribution and execute tray 4, where the double TT is. If one seems enough to you, replace it for a ST1/TSS1/ET1 your pick.
Enjoy!
http://tinyurl.com/mq9pbvx
Keybinds + Tray
http://tinyurl.com/mpjzebf
have fun with it
I'm looking for an upgrade from my old school mkxii AP borg beams.
Thanks!
this thread seemed like a great idea, before there was rep. when you just had the stf sets and you earned them from salvage drops. since then, there has been an itemization, grind, and lockbox ship explosion, not to mention another faction.
theres to much stuff to run a thread like this anymore, unless you have every bit of it, and have far more time and autism then i have. the itemization explosion hasn't even reached its peek yet, each new rep or box or holding means an across the board update would be needed. its completely untenable.
so, that's why ive all but ignoring the thread. the information in it is still good, but the builds are a little outdated. it should do new players plenty of good still, but i have no intention to add builds, unless the itemization were to end. but then this would be a dead game so there would be no point lol
anyone else is welcome to add to it if they like, no harm in that.
Seriously dude, thanks for all your work in this thread. Your advice has kept pvp fun for me.