you may want to google some avenger builds...those ships are identical.
and yeah for PVE DHC is totally legit...NPC enemies tend to be stationary mostly.
I slapped together a quick and improvised build yesterday evening that worked better than I'd expected.
My cannon doffs are green quality, which bears upgrading, but with 2 cannon doffs and 3 EPtX DCE doffs, I ran:
4x DHC+1x Quantum torp
2x Turrets + KCB
2-Piece KHG with Fleet Res [adapt] shields and Fleet [amp] core.
2x fleet Neuts [Turn], 1 Fleet RCS [ResAll], Leech
3DS/Borg (not sure about the 3DS yet, but once I upgrade to fleet Mogh I've got space for both)
4x Disruptor Induction Coil
The character is specced as a tac BoP striker and with the various gear bonuses had a base power distribution of 125/65/78/76, before EPtX and Leech. Go figure.
Did a better-than-I-expected job in STF's and a pretty decent job in a random Arena match. That alpha strike hits like a bus, I found. Still, plenty of room for tweaking, as I only used boff specs, weapons and doffs that I had on that character anyway. However, a cannon/turret build is definitely viable, I'd say.
Edit: I had an effective turn rate of 19,something unbuffed and without the mobility Cruiser Command, 26 with APO and around 35 with APO, APA, the +turn cruiser command and 100-ish engine power, if I recall correctly. Turned out that that was plenty to run circles around some of the slower Fed cruisers and Recluse, while still getting enough weapons uptime to keep escorts on their toes.
Edit2: correction after testing turn ingame (memory for numbers really bad):
Unbuffed: 26.1
+CC Strategic Manouvring: 29.1
+CC+APO: 38.9
+CC+APA (without APO): 35.9
With 9 in Thrusters and 77 engine power, in addition to the above consoles.
Maybe combo the standard FAW-boat idea with something that takes advantage of the more 'direct' battlecruiser approach, but still uses the overcapping potential?
4 DBBs, Chroniton Torp
2 Turrets, KCB
EPTS1, A2B1, RSP2 or EWP1, DEM3
EPTW1, A2B1 (with alternate with EPTE1, A2B1 for when speed is more important)
HE1, TSS2
TS1, FAW2, APO1
TT1
I can't stand cannon builds; I want a starship not a turret that moves occasionally.
EDIT: Suggestions would be appreciated.
Maybe drop the rear torpedo for the KCB there, then add REBA to the open fore slot? Also maybe do a FAW instead of the Overload, since with Overload you get one good shot but the follow-ups are weaker for a few seconds, plus if you add REBA you get the Rom 3-piece which is kinda like Overload but without the energy drain.
Maybe drop the rear torpedo for the KCB there, then add REBA to the open fore slot? Also maybe do a FAW instead of the Overload, since with Overload you get one good shot but the follow-ups are weaker for a few seconds, plus if you add REBA you get the Rom 3-piece which is kinda like Overload but without the energy drain.
One of the forward beam arrays is a REBA.
I should have said something; it's hard to tell from the picture.
I slapped together a quick and improvised build yesterday evening that worked better than I'd expected.
My cannon doffs are green quality, which bears upgrading, but with 2 cannon doffs and 3 EPtX DCE doffs, I ran:
4x DHC+1x Quantum torp
2x Turrets + KCB
2-Piece KHG with Fleet Res [adapt] shields and Fleet [amp] core.
2x fleet Neuts [Turn], 1 Fleet RCS [ResAll], Leech
3DS/Borg (not sure about the 3DS yet, but once I upgrade to fleet Mogh I've got space for both)
4x Disruptor Induction Coil
The character is specced as a tac BoP striker and with the various gear bonuses had a base power distribution of 125/65/78/76, before EPtX and Leech. Go figure.
Did a better-than-I-expected job in STF's and a pretty decent job in a random Arena match. That alpha strike hits like a bus, I found. Still, plenty of room for tweaking, as I only used boff specs, weapons and doffs that I had on that character anyway. However, a cannon/turret build is definitely viable, I'd say.
Edit: I had an effective turn rate of 19,something unbuffed and without the mobility Cruiser Command, 26 with APO and around 35 with APO, APA, the +turn cruiser command and 100-ish engine power, if I recall correctly. Turned out that that was plenty to run circles around some of the slower Fed cruisers and Recluse, while still getting enough weapons uptime to keep escorts on their toes.
Edit2: correction after testing turn ingame (memory for numbers really bad):
Unbuffed: 26.1
+CC Strategic Manouvring: 29.1
+CC+APO: 38.9
+CC+APA (without APO): 35.9
With 9 in Thrusters and 77 engine power, in addition to the above consoles.
Very similar to what I'm running gear wise but I'm trying out a dual Aux2ID build:
4x DHC+1x Quantum torp
2x Turrets + KCB
2-Piece KHG with Fleet Res [adapt ResB] shields and Fleet [amp] core.
With the +turn cruiser command and aux2ID active I get 36 turn. I'm happy with my ability to stay on target in PvP with it and it does tank pretty hard though I may switch out the uni for a tac boff. Will switch out the Sci Embassy Emitter for a Zero Point as soon as I get it.
Doffs of note are: Aux2Damp Energy Res, Torp Cool Down, Battery Buff, Tac Team cool down.
You sir might have just solved my problems. I forgot about A2ID. Have turn rate and crew death issues running my current A2B setup. While the A2B DPS boost is nice, having to heavily manage timings to get my heals in is awkward as you may not always have them when you need them. And when you do aux might be low and still recovering.
Just made this new build which I think will suit my tastes better http://goo.gl/Tttkto
Sacrifice some dps though as I can't double pump cannon skill + APB...
Not sure that CD doffs for patterns or cannon abilities is worth getting things out of sync for.
New build I'll try tonight from above link TS1, CSV1 TT1, CRF1, APB2
THY1 EPtS1, A2D1, EPtW3, A2SIF3/AB3 TS1, HE2
Should help get max warp core AMP boost with not having to dump aux constantly, so slightly makes up for loss of constant cannon/patterns uptime.
A month or so back, I was flying my Fleet Qin as a Cannon/Torp hybrid ship. I enjoyed it enough that when I got the Mogh, the idea of using it that way started working its way through my head. First draft of the results is the link above.
As currently in the builder, it's using a pair of RR Transphasic Launchers. The Qin that I started this idea with used quantums, but I figured I'd try this and see how it goes (if I don't like it I can change later at minimal cost).
She's currently showing Elite Fleet gear, but I was also contemplating KHG for the bonus torpedo damage, or Omega Force, so Tetryon Glider could help suppress shields. Any feedback?
Doffs would be 2 purple PWOs, then season to taste (I was figuring a pair of Damage Control Engineers, then maybe a Warp Core Engineer in the 5th spot).
Any constructive criticism would be awesome. Thanks!
-Gen
=================
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
Tweaked my new build.
Basically just changed CRF1 for APB1, and using 2x cannon CD doffs to get better (sometimes global when they both proc) CSV cool downs. Which is better than trying to get global CD with doffs for patterns, which can't be done afaik.
She's currently showing Elite Fleet gear, but I was also contemplating KHG for the bonus torpedo damage, or Omega Force, so Tetryon Glider could help suppress shields. Any feedback?
Doffs would be 2 purple PWOs, then season to taste (I was figuring a pair of Damage Control Engineers, then maybe a Warp Core Engineer in the 5th spot).
Any constructive criticism would be awesome. Thanks!
-Gen
Is this for PvP or PvE? If PvP, go the glider I'd say. If PvE, go KHG for torp boost, DHCs will shread shields pretty quick anyway.
As fo doffs get 2 or 3 conn officer to reduce TT CD (and buff patterns), then you only need 1x TT1. Move TS2 down to ensign. This frees up a Lt slot for another cannon or pattern ability.
Basically is what I'm doing on mine (see signature link) to maximise tac skills.
It's for PVE, really. Using the KHG pieces would have the virtue of my already having a full set of KHG Mk XIs on hand; I'll just need to eventually get the Elite Fleet shields (either waiting for my fleet to get a T4 Comm Array, or dip a toe in the Public Service channel, I suppose).
To be 100% clear, the ship is currently the non-Fleet version, which means I'm not running the embassy console in the Sci slot. Also, I'm not yet using the Mogh's new unique console; I wanted to get a feel for the ship itself before I tried the console out. In its place at the moment is a 2nd Neutronium (non-fleet strength).
Thanks,
Gen
=================
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
@erad, the Conn Officer/Tac Team idea is a pretty good one, but it might have to be a long-range plan. The only Tac Team Conn Officers I have are a pair of greens, and the last time I checked, the higher-ranked ones were a little pricey (if memory serves, you need two purples to bring TT down into one-copy-will-do range, right?). So I figure that'll be a long-range plan while I build up my cash reserves, and by the time I'm ready to pull the trigger on that, I'll also have that sixth doff slot, and can go 2xPWO/2xDCE/2xConn.
Took her out for a spin last night, and my first impression of the dual transphasics build was quite favorable. Law and Gul Tain kept up a steady stream of torpedoes. Key pieces I'm still missing are the Elite Fleet Shields and Warp Core; I'll pick them up presently.
One additional thing I did last night was incorporate the Mogh's special console, and I'll say I was underwhelmed by it. Contenders to replace it include a Zero-point console that I have in the broom closet somewhere, the Induction Coils from the B'rolth we all just got, or a second Fleet-grade Neutronium. Those are all the ideas I had off the top of my head. Anyone got anything else?
Eradicator, thanks again for the advice. Everyone be cool.
Gen
=================
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
The reason he has TS2 instead of TS1 is for DPS. There's a major upgrade in each torp spread level.
Level 1 fires at 3 targets with 4 torps each. Level 2 fires at 4 targets with 6 torps each. Level 3 fires at 5 targets with 8 torps each. Yes, that's right, one TS3 volley fires 40 warheads.
If you can't get it higher than ENS level, so be it. But if you can balance your other skills to allow it, you get a noticable increase in outgoing damage.
Fore: 5 AP DHCs
Aft: 1 AP Turret, the KCB, and the Omni-directional AP Beam
Assimilated deflector and engine
Obelisk Warp Core (for 2-piece AP damage bonus and more aux)
Elite Fleet [ResB] [Adapt] shield
I would use A2B both to reduce cooldowns, and keep full power to weapons (since 5x DHCs eat a lot of power). I would consider adding the Experimental Proton Weapon and the Proton Particle Stabilizer Module for the extra 3% crit chance since KDF are so crit-challenged...but the Experimental Proton Weapon kind of sucks.
The closest thing to the Mogh is the Fleet Vor'Cha (I refuse to call it Torkhat) and of course, the original, the Fed Avenger.
Plain and simple, the Mogh has 2 things over the Avenger.
1. Built in Cloaking device.
2. Looks better than the Avenger :cool:
The 9 turn rate of the Mogh isn't an issue unless you've never stepped out of a BOP or Escort. It equals the lowest turn rate of the KDF Battlecruisers, alongside the Negh'Var line. But 9 is still very good and you never hear anyone complain about the Negh'Var's turn. Far better than most Fed Cruisers and the Bortasqu'.
The Fleet Vor'Cha has a more TAC friendly setup, as well as better turn rate of 10. The TAC setup easily translate to offensive strength.
Where the Mogh differs is the BOFF setup. Firstly, the fixed TAC/ENG/SCI stations already fill all the basics that you need to have. The Universal Lt station actually offers far more options than the false option of the Fleet Vor'Cha. The Fleet Vor'Cha has no SCI station, so you are forced to use the Universal Lt as SCI. Because going around without something like Hazard Emitters, even in PVE, is bad for survival, esp. in STFs. The Mogh's Universal Lt can fit perfectly anywhere: TAC, SCI, or ENG, and actually reinforce that aspect of the build without completely forsaking SCI like the Fleet Vor'Cha will if you don't go SCI.
This alone gives many build options. I prefer to go with using the Universal as ENG.
Weapons: Very front heavy firepower. The only KDF ship with 5 forward weapons. Just as with the Vor'Cha, you can make it work with Beams or Cannons, even Dual Beams or DHCs. I personally prefer Beams with Beam Overload. Beam abilities are less costlier in ranks than Cannon abilities. Combine that with Energy Weapons DOFFs to shorten beam cooldowns and/or Aux2Batt building, I can dish out powerful Beam Overloads quite frequently that I don't miss CRF spam at all. The Mogh's forward slots also means you can slot 4 energy weapons like alot of people do, and stuff in a projectile if that's what you choose. Or you can just do all Energy Weapons, just be sure to have some good weapons power going at all times.
Anyways, in terms of options, I prefer the Mogh. You can play with either a more TAC, ENG, or SCI slant to your builds, and it won't suffer at all.
The Fleet Vor'Cha is still a great Battlecruiser. It handles a bit better, but your BOFF stations are quite fixed regardless of that Universal Lt.
@erad, the Conn Officer/Tac Team idea is a pretty good one, but it might have to be a long-range plan. The only Tac Team Conn Officers I have are a pair of greens, and the last time I checked, the higher-ranked ones were a little pricey (if memory serves, you need two purples to bring TT down into one-copy-will-do range, right?).
2x purples are best simply as they take less doff slots. But you can use 3 lesser ones to similar effect. Purples are -8s (so 2x = -16s thus hits global), Blues are -6s and greens -4s.
So a combo of 2x green plus a blue would give you -14s (1s off global) imo is good enough. If you MUST have global then 2x blue plus a green will also give -16s for global.
Using the 2x blue + 1x green combo will also give slightly higher patterns buff to patterns over 2x purples.
One additional thing I did last night was incorporate the Mogh's special console, and I'll say I was underwhelmed by it. Contenders to replace it include a Zero-point console
Yeah, largely I agree.
However using it I can destroy transformers in ISE and KASE in less than 30 seconds, by myself, as an engineer captain... (spikes me to 40k+ dps)
Use a bit of a glitch on those maps to achieve that though, so outside those two cases, it's a lot less useful.
In normal situations it needs to be launched from max range to get best effect. The longer it's in flight, the more pods it drops and those are the key to getting the most out of it.
Like even launch it at a target that's about to die just so that it has to re-target another ship and fly to it, dropping more pods along the way.
If I remove it, ZPM would be what I drop in it's place too.
I look at the tork (I refuse to call it fleet vorcha, lol, it was a skin for the vorcha once, and what it is now is not a vorcha anymore) boff setup and I see LtCDR and LT are a good pair. This gives you a second LT-level skill for torp spread, attack pattern, cannon skill, whatever.
I look at the Mogh/Avenger and I see it's not quite there. You have either too many or not enough tac slots. LtCDR and ENS means you get TT, an attack pattern, and a cannon/beam modifying skill. You can't double up. Then you get a pretty useless ENS-level sitting by itself. If you run the LT uni as tac, you get that second cannon skill, or attack pattern, but then you're stuck with yet ANOTHER ens-level slot.
You really have to lose DPS to slot a different weapon type in there, and give it a throw-away low-level skill like BO1 or FAW1, or THY/TS1. You end up making a mixed loadout just to "use the boff slots you got" rather than having the ideal boff setup for your loadout. This is further encouraged by the fact that you have 5 forward slots. You swap one out so you can use this throwaway skill slot, when your ideal best-damage-setup is to have all of the same weapons (hypothetically). Instead of gaining 25% more forward firepower, you gain far less.
In that light, and just by looking at the boff slots, I would say the Tork has the advantage in terms of idea boff setup. Even though it has a 4/4 weapons setup, the boffs are superior. The Avenger/Mogh have superior weapon slot setup, and also a good boff setup, but just not "as good" -- IMO.
2x purples are best simply as they take less doff slots. But you can use 3 lesser ones to similar effect. Purples are -8s (so 2x = -16s thus hits global), Blues are -6s and greens -4s.
So a combo of 2x green plus a blue would give you -14s (1s off global) imo is good enough. If you MUST have global then 2x blue plus a green will also give -16s for global.
Using the 2x blue + 1x green combo will also give slightly higher patterns buff to patterns over 2x purples.
I'm more concerned about the TT cooldown than the buff to patterns (nice though the latter is). To my thinking, that makes the "right call" two purples. I don't recall, are TT Conn Officers among the guys that can potentially drop from buying doffs with Fleet Credits from the guy in your starbase? It seems like it's either hit the market, or go for the claw-vending-machine approach.
=================
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
You sir might have just solved my problems. I forgot about A2ID. Have turn rate and crew death issues running my current A2B setup.
If running A2ID, remember to check the +resist doff. Not sure which one it is, but it gives a massive resist bonus and prolongs A2ID by a sizeable number of seconds.
Yeah got the purple antimatter doff for it, 23s up time means only 7 secs down. A2ID seems to be ok.
My crew still dies reasonably easy, maybe slightly less than before. I'm using it now more for the turn buff and resists.
@generator, then 2x blue + 1 green will get you there until you get the millions needed for purples
Think they come from the fleet support doff packs?? Had mine for ages.
Guys, I do not know if this is the right thread for this but...
From reading the stats I think the Mogh is a straight up DPS ship that you point at the enemy can cut loose with everything you got. It almost seems like a possible ship like the BoP that simply fights until someone blow it up. But before it goes it does enough damage to be worth it.
I say this because it seems lightly armored and it has an extra forward weapons slot. Looks kinda like a floating cannon to me.
So unless I am way off base the Mogh is not something where you would invest a lot of survival skill but rather damage skills?
I will be getting one in a couple of days and looking here trying to get some ideas how to equip it and what role I will play in the guild. It looks like a good PVE ship but what about PVP?
So any suggestions on equipping for PVP or would you pick a different ship all together. I have read that PVP builds differ greatly from PVE builds so I hope and experience person in both would enlighten me on what would constitute a good PVE and PVP build on this ship.
Comments
and yeah for PVE DHC is totally legit...NPC enemies tend to be stationary mostly.
My cannon doffs are green quality, which bears upgrading, but with 2 cannon doffs and 3 EPtX DCE doffs, I ran:
4x DHC+1x Quantum torp
2x Turrets + KCB
2-Piece KHG with Fleet Res [adapt] shields and Fleet [amp] core.
2x fleet Neuts [Turn], 1 Fleet RCS [ResAll], Leech
3DS/Borg (not sure about the 3DS yet, but once I upgrade to fleet Mogh I've got space for both)
4x Disruptor Induction Coil
TT1, APB1
TT1, CSV1, APO1
TS1
EPtW1, EPtS2, DEM2, Aux2SIF3
HE1, TSS2
The character is specced as a tac BoP striker and with the various gear bonuses had a base power distribution of 125/65/78/76, before EPtX and Leech. Go figure.
Did a better-than-I-expected job in STF's and a pretty decent job in a random Arena match. That alpha strike hits like a bus, I found. Still, plenty of room for tweaking, as I only used boff specs, weapons and doffs that I had on that character anyway. However, a cannon/turret build is definitely viable, I'd say.
Edit: I had an effective turn rate of 19,something unbuffed and without the mobility Cruiser Command, 26 with APO and around 35 with APO, APA, the +turn cruiser command and 100-ish engine power, if I recall correctly. Turned out that that was plenty to run circles around some of the slower Fed cruisers and Recluse, while still getting enough weapons uptime to keep escorts on their toes.
Edit2: correction after testing turn ingame (memory for numbers really bad):
Unbuffed: 26.1
+CC Strategic Manouvring: 29.1
+CC+APO: 38.9
+CC+APA (without APO): 35.9
With 9 in Thrusters and 77 engine power, in addition to the above consoles.
4 DBBs, Chroniton Torp
2 Turrets, KCB
EPTS1, A2B1, RSP2 or EWP1, DEM3
EPTW1, A2B1 (with alternate with EPTE1, A2B1 for when speed is more important)
HE1, TSS2
TS1, FAW2, APO1
TT1
Drop me a mail ingame
I can't stand cannon builds; I want a starship not a turret that moves occasionally.
The weapons have as much accuracy as I can get.
Fleet Engineering fleet consoles have one +HullRep and one +HullHP.
Fleet Science consoles are all +Tha. I like tanking.
Once my fleet unlocks them, I'm planning to add the +crit chance tac consoles.
BOffs are 2x Superior Operative (need a 3rd), 1x Leadership, 2x Efficient (one will get replaced with Operative).
EDIT: Suggestions would be appreciated.
Maybe drop the rear torpedo for the KCB there, then add REBA to the open fore slot? Also maybe do a FAW instead of the Overload, since with Overload you get one good shot but the follow-ups are weaker for a few seconds, plus if you add REBA you get the Rom 3-piece which is kinda like Overload but without the energy drain.
One of the forward beam arrays is a REBA.
I should have said something; it's hard to tell from the picture.
The torps are romulan front, Omega rear.
EDIT: What's KCB? Not familiar with the term.
Oh my bad. I saw all Mk12s in the picture and thought REBA was Mk Infinity
Very similar to what I'm running gear wise but I'm trying out a dual Aux2ID build:
4x DHC+1x Quantum torp
2x Turrets + KCB
2-Piece KHG with Fleet Res [adapt ResB] shields and Fleet [amp] core.
2x fleet Neuts [Turn][Hull Repair], 1 Fleet RCS [ResAll], Tachyo (more turn)
Embassy Emitter(shield heal), Borg
4x Disruptor Induction Coil
EptW1, Aux2ID
TT1, CRF1, CRF2
THY1
EPtS1, Aux2ID, EptS3, Aux2SIF3
TSS1, HE2
With the +turn cruiser command and aux2ID active I get 36 turn. I'm happy with my ability to stay on target in PvP with it and it does tank pretty hard though I may switch out the uni for a tac boff. Will switch out the Sci Embassy Emitter for a Zero Point as soon as I get it.
Doffs of note are: Aux2Damp Energy Res, Torp Cool Down, Battery Buff, Tac Team cool down.
You sir might have just solved my problems. I forgot about A2ID. Have turn rate and crew death issues running my current A2B setup. While the A2B DPS boost is nice, having to heavily manage timings to get my heals in is awkward as you may not always have them when you need them. And when you do aux might be low and still recovering.
Currently/was using:
EPtS1, A2B1
TT1, CSV1, APB2
TS1
ET1, A2B1, EPtW3, AB3
TS1, HE2
Just made this new build which I think will suit my tastes better
http://goo.gl/Tttkto
Sacrifice some dps though as I can't double pump cannon skill + APB...
Not sure that CD doffs for patterns or cannon abilities is worth getting things out of sync for.
New build I'll try tonight from above link
TS1, CSV1
TT1, CRF1, APB2
THY1
EPtS1, A2D1, EPtW3, A2SIF3/AB3
TS1, HE2
Should help get max warp core AMP boost with not having to dump aux constantly, so slightly makes up for loss of constant cannon/patterns uptime.
http://www.stoacademy.com/tools/skillplanner/index.php?build=iksvokorattp_5035
A month or so back, I was flying my Fleet Qin as a Cannon/Torp hybrid ship. I enjoyed it enough that when I got the Mogh, the idea of using it that way started working its way through my head. First draft of the results is the link above.
As currently in the builder, it's using a pair of RR Transphasic Launchers. The Qin that I started this idea with used quantums, but I figured I'd try this and see how it goes (if I don't like it I can change later at minimal cost).
She's currently showing Elite Fleet gear, but I was also contemplating KHG for the bonus torpedo damage, or Omega Force, so Tetryon Glider could help suppress shields. Any feedback?
Doffs would be 2 purple PWOs, then season to taste (I was figuring a pair of Damage Control Engineers, then maybe a Warp Core Engineer in the 5th spot).
Any constructive criticism would be awesome. Thanks!
-Gen
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
Basically just changed CRF1 for APB1, and using 2x cannon CD doffs to get better (sometimes global when they both proc) CSV cool downs. Which is better than trying to get global CD with doffs for patterns, which can't be done afaik.
Is this for PvP or PvE? If PvP, go the glider I'd say. If PvE, go KHG for torp boost, DHCs will shread shields pretty quick anyway.
As fo doffs get 2 or 3 conn officer to reduce TT CD (and buff patterns), then you only need 1x TT1. Move TS2 down to ensign. This frees up a Lt slot for another cannon or pattern ability.
Basically is what I'm doing on mine (see signature link) to maximise tac skills.
To be 100% clear, the ship is currently the non-Fleet version, which means I'm not running the embassy console in the Sci slot. Also, I'm not yet using the Mogh's new unique console; I wanted to get a feel for the ship itself before I tried the console out. In its place at the moment is a 2nd Neutronium (non-fleet strength).
Thanks,
Gen
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
Took her out for a spin last night, and my first impression of the dual transphasics build was quite favorable. Law and Gul Tain kept up a steady stream of torpedoes. Key pieces I'm still missing are the Elite Fleet Shields and Warp Core; I'll pick them up presently.
One additional thing I did last night was incorporate the Mogh's special console, and I'll say I was underwhelmed by it. Contenders to replace it include a Zero-point console that I have in the broom closet somewhere, the Induction Coils from the B'rolth we all just got, or a second Fleet-grade Neutronium. Those are all the ideas I had off the top of my head. Anyone got anything else?
Eradicator, thanks again for the advice. Everyone be cool.
Gen
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
Level 1 fires at 3 targets with 4 torps each. Level 2 fires at 4 targets with 6 torps each. Level 3 fires at 5 targets with 8 torps each. Yes, that's right, one TS3 volley fires 40 warheads.
If you can't get it higher than ENS level, so be it. But if you can balance your other skills to allow it, you get a noticable increase in outgoing damage.
EPtS1, A2B1
TT1, CRF1, APB2
BO1 (pvp) or BFAW1 (pve)
ET1, A2B1, EPtW3, DEM3
TSS1, HE2
Fore: 5 AP DHCs
Aft: 1 AP Turret, the KCB, and the Omni-directional AP Beam
Assimilated deflector and engine
Obelisk Warp Core (for 2-piece AP damage bonus and more aux)
Elite Fleet [ResB] [Adapt] shield
Consoles:
Tac- 4x antiproton
Eng-2x RCS, 1x EPS, Assimilated
Sci- Field Gen, Zero-point
I would use A2B both to reduce cooldowns, and keep full power to weapons (since 5x DHCs eat a lot of power). I would consider adding the Experimental Proton Weapon and the Proton Particle Stabilizer Module for the extra 3% crit chance since KDF are so crit-challenged...but the Experimental Proton Weapon kind of sucks.
Plain and simple, the Mogh has 2 things over the Avenger.
1. Built in Cloaking device.
2. Looks better than the Avenger :cool:
The 9 turn rate of the Mogh isn't an issue unless you've never stepped out of a BOP or Escort. It equals the lowest turn rate of the KDF Battlecruisers, alongside the Negh'Var line. But 9 is still very good and you never hear anyone complain about the Negh'Var's turn. Far better than most Fed Cruisers and the Bortasqu'.
The Fleet Vor'Cha has a more TAC friendly setup, as well as better turn rate of 10. The TAC setup easily translate to offensive strength.
Where the Mogh differs is the BOFF setup. Firstly, the fixed TAC/ENG/SCI stations already fill all the basics that you need to have. The Universal Lt station actually offers far more options than the false option of the Fleet Vor'Cha. The Fleet Vor'Cha has no SCI station, so you are forced to use the Universal Lt as SCI. Because going around without something like Hazard Emitters, even in PVE, is bad for survival, esp. in STFs. The Mogh's Universal Lt can fit perfectly anywhere: TAC, SCI, or ENG, and actually reinforce that aspect of the build without completely forsaking SCI like the Fleet Vor'Cha will if you don't go SCI.
This alone gives many build options. I prefer to go with using the Universal as ENG.
Weapons: Very front heavy firepower. The only KDF ship with 5 forward weapons. Just as with the Vor'Cha, you can make it work with Beams or Cannons, even Dual Beams or DHCs. I personally prefer Beams with Beam Overload. Beam abilities are less costlier in ranks than Cannon abilities. Combine that with Energy Weapons DOFFs to shorten beam cooldowns and/or Aux2Batt building, I can dish out powerful Beam Overloads quite frequently that I don't miss CRF spam at all. The Mogh's forward slots also means you can slot 4 energy weapons like alot of people do, and stuff in a projectile if that's what you choose. Or you can just do all Energy Weapons, just be sure to have some good weapons power going at all times.
Anyways, in terms of options, I prefer the Mogh. You can play with either a more TAC, ENG, or SCI slant to your builds, and it won't suffer at all.
The Fleet Vor'Cha is still a great Battlecruiser. It handles a bit better, but your BOFF stations are quite fixed regardless of that Universal Lt.
So a combo of 2x green plus a blue would give you -14s (1s off global) imo is good enough. If you MUST have global then 2x blue plus a green will also give -16s for global.
Using the 2x blue + 1x green combo will also give slightly higher patterns buff to patterns over 2x purples.
Yeah, largely I agree.
However using it I can destroy transformers in ISE and KASE in less than 30 seconds, by myself, as an engineer captain... (spikes me to 40k+ dps)
Use a bit of a glitch on those maps to achieve that though, so outside those two cases, it's a lot less useful.
In normal situations it needs to be launched from max range to get best effect. The longer it's in flight, the more pods it drops and those are the key to getting the most out of it.
Like even launch it at a target that's about to die just so that it has to re-target another ship and fly to it, dropping more pods along the way.
If I remove it, ZPM would be what I drop in it's place too.
I look at the Mogh/Avenger and I see it's not quite there. You have either too many or not enough tac slots. LtCDR and ENS means you get TT, an attack pattern, and a cannon/beam modifying skill. You can't double up. Then you get a pretty useless ENS-level sitting by itself. If you run the LT uni as tac, you get that second cannon skill, or attack pattern, but then you're stuck with yet ANOTHER ens-level slot.
You really have to lose DPS to slot a different weapon type in there, and give it a throw-away low-level skill like BO1 or FAW1, or THY/TS1. You end up making a mixed loadout just to "use the boff slots you got" rather than having the ideal boff setup for your loadout. This is further encouraged by the fact that you have 5 forward slots. You swap one out so you can use this throwaway skill slot, when your ideal best-damage-setup is to have all of the same weapons (hypothetically). Instead of gaining 25% more forward firepower, you gain far less.
In that light, and just by looking at the boff slots, I would say the Tork has the advantage in terms of idea boff setup. Even though it has a 4/4 weapons setup, the boffs are superior. The Avenger/Mogh have superior weapon slot setup, and also a good boff setup, but just not "as good" -- IMO.
I'm more concerned about the TT cooldown than the buff to patterns (nice though the latter is). To my thinking, that makes the "right call" two purples. I don't recall, are TT Conn Officers among the guys that can potentially drop from buying doffs with Fleet Credits from the guy in your starbase? It seems like it's either hit the market, or go for the claw-vending-machine approach.
I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
If running A2ID, remember to check the +resist doff. Not sure which one it is, but it gives a massive resist bonus and prolongs A2ID by a sizeable number of seconds.
See here for details:
http://sto.gamepedia.com/Specialization:_Matter-Antimatter_Specialist
I've used one before. It's nice, but I didn't stick with it for long.
My crew still dies reasonably easy, maybe slightly less than before. I'm using it now more for the turn buff and resists.
@generator, then 2x blue + 1 green will get you there until you get the millions needed for purples
Think they come from the fleet support doff packs?? Had mine for ages.
From reading the stats I think the Mogh is a straight up DPS ship that you point at the enemy can cut loose with everything you got. It almost seems like a possible ship like the BoP that simply fights until someone blow it up. But before it goes it does enough damage to be worth it.
I say this because it seems lightly armored and it has an extra forward weapons slot. Looks kinda like a floating cannon to me.
So unless I am way off base the Mogh is not something where you would invest a lot of survival skill but rather damage skills?
I will be getting one in a couple of days and looking here trying to get some ideas how to equip it and what role I will play in the guild. It looks like a good PVE ship but what about PVP?
So any suggestions on equipping for PVP or would you pick a different ship all together. I have read that PVP builds differ greatly from PVE builds so I hope and experience person in both would enlighten me on what would constitute a good PVE and PVP build on this ship.
Thanks in advance for your response.