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~ KDF Mogh Battle Cruiser ~

drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
Hi all,

I would like to start a thread on discussing and suggestions of potential builds for the KDF community for the new Mogh Battle Cruiser.

So, what do you think is a good build for this ship.

Do you think a Cannon/Turret/TS build is viable?

Do you think a pure Beam Build would be more effective given the slow turn radius?

I don't usually ask for help, but its been such a long time since I had a new KDF ship!!!
Post edited by Unknown User on

Comments

  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2013
    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.
    Go pro or go home
  • twamtwam Member Posts: 0 Arc User
    edited December 2013
    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

    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.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2013
    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
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2013
    twam wrote: »
    My cannon doffs are green quality, which bears upgrading, but with 2 cannon doffs..

    Drop me a mail ingame :)
  • kadix1kadix1 Member Posts: 30 Arc User
    edited December 2013
    Build picture

    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.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2013
    kadix1 wrote: »
    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.
  • kadix1kadix1 Member Posts: 30 Arc User
    edited December 2013
    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.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited December 2013
    kadix1 wrote: »
    One of the forward beam arrays is a REBA.

    I should have said something; it's hard to tell from the picture.

    Oh my bad. I saw all Mk12s in the picture and thought REBA was Mk Infinity
  • panserbjorne39panserbjorne39 Member Posts: 0 Arc User
    edited December 2013
    twam wrote: »
    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

    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.

    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.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited December 2013
    I'm trying out a dual Aux2ID build:

    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.
    AFMJGUR.jpg
  • generator88generator88 Member Posts: 698 Arc User
    edited December 2013
    Hi there,

    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...!)
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited December 2013
    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.
    AFMJGUR.jpg
  • generator88generator88 Member Posts: 698 Arc User
    edited December 2013
    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...!)
  • generator88generator88 Member Posts: 698 Arc User
    edited December 2013
    @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...!)
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited December 2013
    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.
  • peter1z9peter1z9 Member Posts: 0 Arc User
    edited December 2013
    This is what I would do if I had one (side note-torpedoes suck...unless you are heavy on CC skills which this ship isn't):

    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.
    "Our Bugs are working as intended" - Cryptic
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited December 2013
    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.
    XzRTofz.gif
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited December 2013
    @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) :D
    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.
    AFMJGUR.jpg
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited December 2013
    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.
  • generator88generator88 Member Posts: 698 Arc User
    edited December 2013
    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...!)
  • twamtwam Member Posts: 0 Arc User
    edited December 2013
    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.
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited December 2013
    The resist lasts a long time (20+ seconds) but not the A2D skill itself. You use the boff to extend a secondary resist, not to run A2D nonstop.

    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.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited December 2013
    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.
    AFMJGUR.jpg
  • ibreakbonesibreakbones Member Posts: 55 Arc User
    edited March 2014
    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.

    Thanks in advance for your response.

    :D
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