after being called an exploiter last night in a fvk cap and hold last night by a very angry little BOP I figured I'd post the build and see what others thought of it.
http://skillplanner.stoacademy.com/?build=badwolfcarrier_0
I forgot to mention my power levels in the skill planner so:
100/15/30/55
129/43/52/73
I also said in the build notes I was using 2 attack patterns doffs, I'm actually using just 1 now and my favorite named doff in the game "dicrok" to boost shield power. with epta2 active aux is boosed to 104, between the ept_ cycling and dicrok my power levels are for the most part all over 75 nearly constantly for [amp] bonus
Awhile back I came across a Jem Dreadnaught that utterly destroyed me in my bug and he was using ALL jem'hadar gear from the beams to the space set. He was kind enough to share his build and the two of us have been tweaking it ever since. I LOVE being able to see cloakers 5-7km out and yank them outta cloak with tractor beam. But I am wondering if there are any other smarter minds out there that can see any TRIBBLE in my armor. Rep choices, skill tree and embassy console modifiers are my main concern. Atm I am using the plasma proc embassy consoles (I have seen cloakers running away and blow up out of range due to plasma proc so it does have its uses, 0 heal vapers i'm looking at you haha) but I am wondering since I am not running 2 part borg if adding hull or shield heals instead would be better.
Please let me know if there are any glaring holes in my skill tree or rep choices and please bare in mind that I switch between my bug and my carrier on this toon so there had to be some overlap in skills.
I just got the protonic weapons set and I am really liking the torps and I went 3 piece for the crit d boost. Am I right to slot the experimental proton beam in the back or should I put it in the front? The jem hadar beams are AWESOME (tetryon/polaron which really kicked TRIBBLE with my high flow caps) but they have low acc so I am testing the protonic polaron beams atm
(hint, hint, nudge, nudge, crytpic I will shell out lobi for an upgrade on the jem beams like the space set to mkxii with accuracy mods)
when taking this ship out for a spin with my favorite healers by my side I dont really have a problem staying alive. I can actually survive most alpha strikes because I can see them coming but I can't chase for TRIBBLE in this ship and while I can see them still cloaked just out of reach I can't seal the deal. I'm considering switching epts for epte and adjusting my power levels accordingly so I can chase better.
anyhoo, questions? comments? concerns?
Comments
Boffs look a little wonky, kind of an off/on motif. Bfaw, rsp, ts, tractor beam aren't at global...when the uptime passes, your not helping the team so much.
Since your a carrier. You tend to be an anchor, I would stick to that theme. Ditching the omega/delta combo and doubling up in your preferred attack pattern will open up some doff slots
Ditching torp spread for another bfaw will put it on gcd leading to more disco ball suppression
I would ditch the tractor beam and slot hazard emitters over it.
Then change your lt. Uni to another engineer and slot emergency power to aux. And another rsp
For your lt. Com engineer. I'd go emergency power to shields, rsp and ayx2sif2
This way you'll be pure suppression with more staying power to give your healers a little more breathing room.
You can always go double emergency power to X and get some aux2sif doffs for more healing power
And finally. Acc is king. A missed hit does no damage. If you must have tractor beam, you can...aux2sif will keep you alive fairly well
http://skillplanner.stoacademy.com/?build=pvpjemdreaddahm_0
I would also ditch the engines and shield. The deflector is brilliant for stealthers, but in matches where there is none it falls short.
3p is pointless as everyone has the fleet shield stacks, it's unlikely to take something off when you need it to.
2p borg and fleet resiliant shield is the usual staple.
I hope I was of some help
My PvE/PvP hybrid skill tree
My PvE/PvP hybrid skill tree
A build like that would die to a kinetic based science vessel in under 10 seconds. No hold cleanses, no DoT cleanses, and every ability with a shared cooldown. It would the perfect target for any shield bypassing science vessel. There's no armor either, all a science vessel would need to do is subnuke the EPtX chain mid cycle and the carrier is a sitting duck.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
APO, HE. grav wells are rarely a problem for me, multiple gws....well ya but any ship this size will have a problem with that. a previous version of this build had tractor beam, polarize hull, and hazards. That version had 2 hold cleanses.
I am constantly sitting at under 50% health but somehow not dying in pvp and kerrat. I can usually chain abilities together to stay alive till my hazards comes back or rom cloak. the long rsp helps with that, but yes a MAJOR weakness to this ship is subnuc
The proton console took the place of a neutronium turn console which I only have in for the critd.
I thought we were talking about group pvp, not 1v1.
I'd like to think my green is coming off and with the insight I have so far, it is better to take some burden off dedicated healers the to worry about a possible silver bullet
My PvE/PvP hybrid skill tree
edit: Other than that, it always seemed that the beams hit far harder than they should and the tractor held far better than it should.
Verus is OP, plz nerf
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
20 second rsp is sexy
epta gets my aux over 100 and boosts my ability to see cloaked ships which is....kinda....the whole point....that skill is non negotiable
tractor beam is what I use to yank cloakers out of cloak on a whim or just as they think they have sing jumped away and are safe to cloak, again something which is the whole point of the build.
Hear that Cryptic! Please offer better Dominion Polaron weapon options! I'd pay 20,000 dil for each happily instead of the protonic polaron ones!. Heck, I'd spend lobi to get my hands on them.
just got out of a 5v5 arena against a 3 wells, 1 rom vaper, 1 bug premade vs me queing with my friend healer and pugging 3 other random people (2 of them I knew one in a tvaro vaper and another in an mvam, the last I didn't recognize was also in a jem carrier). I was the only person not to die in the match. This pug beat the premade 15/5. Even while sitting still in so much spam it would make your head spin I stayed cool, even milked a gdf at one point riding 30% to kill 3 guys in the span of one alpha. Yes I got thrown around by a few grav wells, yes I got nuked and tif'ed to oblivion but I never died by switching power levels on the fly and using batteries. living without the borg 2 part safety net is hard but its nice to live dangerously every once in awhile.
I can post pics of the arena final score or link the hilbert log of the match if you'd like proof. I had AMAZING heals from finn but dont knock it till you've tried it.
edit: ok I just noticed you were linking the other guys build not mine. "no dot clearing, no hold cleanses"....I was like...does he not see apo and HE haha my bad. I was thinking this guy thinks I can't hang against sci ships.....I beg to differ :P but ya...you're right, that ship wouldn't hack it
I'd like to see a 100 lobi option to open a store like the other rep stores with all the 2 modifiers you want that cost dilithium. This would give you the option to pick which 2 modifiers you want and keeps it in line with previous types of weapon stores. course all I'll buy is accx2 but thats just me
Alternatively you could make it so spending a small amount of lobi upgrade an existing weapon to mk xii. that way you can just use the ones you've already spent HOURS grinding for already. 20-30 lobi each or something like that, they could be generous and make it 10 or 15 but i'm being realistic.
It just sucks that you can upgrade the space set but none of the mk xi blue weapons you get from the missions.
Hell, give me lobi or zen options to change the design of my ship. SOMETHING to spice up these old Jem'hadar ships.
SHUT UP AND TAKE MY ZEN
I was supposed to be in that match. The rom vaper took my spot due to a queue issue >=/
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
edit. another idea is to use EPtA1 and A2D w/doff for speed and maneuverability. or EPtA1 and A2B w/doff for quicker cooldowns
The build would have considerable risk even in group PvP. All a Science vessel needs to do is hit you with Subnuke Beam or Scramble Sensors + cooldown doff right after you use the second copy of Emergency Power to Shields. After that's out; they can hit you with Beam Target Engines, Tractor Beam, and Gravity Well three. You are now a sitting duck until those holds wear off. That gives the science officer plenty of time to hit you with Romulan Hyper Plamsa Torpedoes, Hargh'Peng Torpedoes, Gravimetric Torpedoes, and Nukara Web Mines.
The damage over time procs will stack up fast and that ship will rapidly lose hull due to low hull damage resistance rating from sacrificing damage resistance consoles. If the ship doesn't die in under 10 seconds, then it will in 15 when the Hargh'Peng radiation explosion detonates for 5,000-16,000 shield bypassing damage.
Even having a dedicated healer won't help in some respects. All the Science Vessel needs to do is shift focus to the healer that just burned hull heal cleanses on your ship. Unless said healer is an Engineer with Miracle Worker off cooldown; they are just as vulnerable to kinetic science vessel strikes after they lose their hull heals.
Bottom line, a Science Vessel captain could do a lot of damage to a team if one of the team members doesn't have any counters to their incoming attacks/debuffs.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
* Swap out the Rule 62 Multipurpose Combat Console for the Nukara Particle Converter. The extra accuracy is worth it on a beam boat, when FAW is not running.
* Replace one of the batteries with Deuterium Surplus.
* Drop one or more of the performance skills in favor of more armor reinforcements or threat control. Of course, this suggestion is only if you pug. In a premade setting, with a decent healer, you should be good with what you have.
* Drop warp core efficiency to 6 (or lower). Unless you are going all out with the efficiency trait and saurian boffs, the red points don't get you anything useful. Look at the skill on the wiki (http://sto.gamepedia.com/Skill:_Starship_Warp_Core_Efficiency), plug in your power levels and skill points into the equation and find out how effective this skill is for your build.
* Both the jem'hadar consoles are excellent and help the team. The two piece set is also extremely useful. Unfortunately, they can be hard to fit onto a build. Beyone the Rule 62 console, I don't have any suggestions for what they can replace.
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All in all, it's a really good build that is highly effective in pvp.
>cough< ap sweep >cough<
I'm not a mod, but...
http://sto-forum.perfectworld.com/showthread.php?t=1016371
They moved his ship to Builds. He posted another thread over in PvP after that.
Doesn't make sense to me, mind you - wasn't me asking it to be moved.
I see PvP builds being in the PvP section.
I see various faction builds being in the various faction shipyards.
I see the non-faction builds being in the Builds section.
Seems pretty straightforward to me, but they keep bouncing PvP stuff over here.../shrug
I guess I'm too pve oriented, an anti stealth ability every few mins that's only super effective against said stealthers just doesn't seem useful enough to give up the epicness that is a fleet shield useful.
My PvE/PvP hybrid skill tree