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Help my Carrier's.

tenkaritenkari Member Posts: 2,906 Arc User
edited July 2014 in Klingon Discussion
ok, i just got back into my klingon Carrier user after a long time away from him... and well, i think i need some help updating the build. i've been working on it a bit, but im sure i still got a bit to go.

Something doable with a bit of grinding, but hopefully nothing too major, i dont want to spend months trying to kit the ship out. so start with cheap exchange stuff to start out with, and then a list of permanent "goals"

here's my current build: http://skillplanner.stoacademy.com/?build=turonborg_0

also, i have a JHDC that i'd like to "graduate to" when i get access to good fighter based ships, or a miracle of miracles and get a JHAS.

Edit: P.S. most my equipped doffs are just whites, so anything is literally an upgrade for those. And i know my BO skills are not very optimised, but i figured i'd wait until i got a good ship and could easily transfer bo's between them without swapping out skills every time i change ships.
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    jestersagejestersage Member Posts: 8 Arc User
    edited May 2014
    1) loose the torpedo. Use Beam array for boardsiding.
    2) I assume you will replace all the mk X stuff with at least mk-XI greens?
    3) I tried the barrier field... I found it useless and even interfere with Vo'quv's slow movement.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2014
    For very quick, very cheap alterations, I suggest the following:

    BOFF Stations
    TAC: TT1, APB1, BFAW3
    ENG LtCDr: EPTS1, ASIF1, ET3
    ENG Lt: EPTS1, ES1
    SCI Cmdr: ST1, HE2, TSS3, GW3

    Weapon Changes: Drop the torp and stuff in any cheap Antiproton Beam you can. You have either Fleet Advanced AP, Voth AP, or the new Undine Fluidic AP. A Mk XI version should not cost much on the exchange. There's also the free Mk XI Rare quality AP from doing replays of "Sphere of Influence."

    Consoles:
    ENG: Assimilated Console, RCS Accelerator Mk XI Rare, Neutronium Alloy Mk XI Rare x2
    SCI: Shield Emitter Amplifier Mk XI Rare, Graviton Generators Mk XI Rarex2
    TAC: AP Mag Regulators Mk XI Rare (keep what you have)

    Mk XI Rare consoles should be inexpensive these days. Hell, some Mk XII Rare / Very Rares are cheap also.

    The reason for the changes is to solidify your weapon focus and ditch the torp witch isn't doing as much as it should. It's also on a very long cooldown. Also, doing this, you can remove any skillpoints into Projectile related skills and put them into Energy Weapons skills to make your AP weapons hit harder. Or put the skillpoints into other things to make your ship better.

    My BOFF suggestions makes for what I think is a resilient Mirror Vo'Quv yet still able to provide alot of team support.
    - GW3 is always a welcome form of CC.
    - You have plenty of hull repairs from ASIF1, ET3, HE2. Two of those can be used on others. 2 of these abilities bring even more resists.
    - You have good supporting shield heal abilities on top of your dual EPTS1. ST1 and TSS3. TSS3 should be quite potent on any shields that it is used on.
    - I was very close to suggesting RSP1 in your Lt ENG station, but decided to put in Extend Shields 1 instead. For one, you will already have a lot of shield heals, with EPTS1 and TSS3 providing resists also. Also, RSP has a rather lengthy cooldown. But Ext.Shields has a much shorter cooldown and is designed for use on a friendly within 7km of you. That is far more team friendly than RSP.
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    sulfrustriplesulfrustriple Member Posts: 0 Arc User
    edited May 2014
    jestersage wrote: »
    1) loose the torpedo. Use Beam array for boardsiding.
    2) I assume you will replace all the mk X stuff with at least mk-XI greens?
    3) I tried the barrier field... I found it useless and even interfere with Vo'quv's slow movement.

    1) I'd agree. Broadsiding will serve you well.
    2) I'd disagree. Mk X blues are same as Mk XI greens. Look at the benefit of available consoles and replace as you see fit.
    3) Barrier field will be occassional use item. A full time benefit console could be a better investment.

    4) As your rom rep allows, obtain Zero Point Console. This will increase your crit chance and you procing the antiproton crit benefits. System power won't hurt either.
    5) Remove Cannon Rapid Fire boff skill. Replace with Attack Pattern Beta 2
    6) Remove Beam Target Shields. Replace with Beam fire at will 2
    7) Remove Beam Overload. Replace with Beam fire at will 1 or tac Team 1.
    8) Remove Boarding Party. Replace with DEM2 (damage) or Aux2Sif (hull heals)
    9) Replace Emer Power to Weap 2 with either Emerg Power to Shields 2 or ET2
    10) Replace Eng Team 1 with Emerg Power to Weap 1.
    11) Consider replacing Tractor Beam Repulsors with Grav Well 3. Better to use a diff Boff to do this so you have access to TBR3 if you wish to use that at a later time.
    12) Having Nausicaan boffs will give Pirate damage bonus. If you have ability to do so, Superior Rom Operative Boffs are also a great call.
    13) Replacing SIF and Tetraburnium Eng Consoles with a Neutronium and a Monotanium might give better benefits overall. Fleet +turn Eng consoles may be your long term goal.
    14) Fleet Sci Consoles (Embassy) may also be long term goals. Graviton vs. Particle Generators is a consideration also.
    15) If you have access to Plasmonic Leech console (buy t3 ship) that would do a lot for you.

    My two (well 15) bits. Good luck and enjoy.
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    kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited May 2014
    a great and fast way to get AP beam arrays is the final borg mission of the borg episode, it can be done in less than 20 mins and if you have multiple toons its fast.
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
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    shailatshailat Member Posts: 478 Arc User
    edited May 2014
    This is what i fly when i play my kdf sci,
    she is running the a2b with 3 a2b doffs
    i do ok with this

    A2B Mirror Carrier
    ogew7.jpg
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited May 2014
    jestersage wrote: »
    1) loose the torpedo. Use Beam array for boardsiding.
    2) I assume you will replace all the mk X stuff with at least mk-XI greens?
    3) I tried the barrier field... I found it useless and even interfere with Vo'quv's slow movement.

    torp was mainly a lockbox win i descided to try out, it's nice, but yeat, probably not the ship to use it on. i DO like the fact that i can launch it with my BoP's and they can kinda escort it in...

    and yes, most of those consoles are placeholders, as i said, this guy wasnt played much recently, and i replace stuff as i loot better, or afford to get ti on the exchange.

    same with barrier field, tried it a couple times, iu's a nice "Stop them dfrom shooting me" console, but not much else.
    shailat wrote: »
    This is what i fly when i play my kdf sci,
    she is running the a2b with 3 a2b doffs
    i do ok with this

    A2B Mirror Carrier

    nice, but i'd like to steer away from A2B, i run it on my Fleet Avenger fed side, i'd like to try something a little different. but i'll keep it in mind for later after i get my gear up first.

    annd yes, i'll probably end up re-running SoI or other episodes for free AP stuff.... as my old stuff is as you can see, mostly the Old Omega weaponry, with the mod that doesnt work, so not as useful.

    Edit: already got a nausican by pure luck, he's one of my sci's that i can get trained for GW3 (not the one with TBR3.) have to pull out a new tac officer, as the one i mainly had slotted was my breen, and untradable, therefor no FAW3.

    best way to find a BO with TSS3? I know GW3 is captain slkill only.
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited May 2014
    so, still need a bo that has TSS3 to traiin with.

    also, i was thinking of picking up the tachyokinetic converter and the bio ircuity from the lobi store, would it be wise for this ship?
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    gooddaytodie39gooddaytodie39 Member Posts: 0 Arc User
    edited May 2014
    I think the tachyokinetic is not that great on it's own, but is nice for completing the temporal set for those ships.
    Bio Circuitry is a good one for the extra CrtD

    I ran a torp in front sometimes on my Vo, a Quantum and used Torp Spread to good effect in CCE and the STFs like ISE and KSE. You can always switch out the beam whenever you want. Plus with the new Omega Kinetic Shearing, torps are a little better than they used to be.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2014
    The Tachyokinetic Converter console is outstanding on its own. It brings extra crit bonuses as well as Turn Rate boosts. All in 1 console.

    I have about a dozen characters, and I'm pretty sure that over the course of my time with STO, they have all received the console with the rest of the set completely ignored.
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    tom61stotom61sto Member Posts: 3,638 Arc User
    edited May 2014
    The Tachyokinetic Converter console is outstanding on its own. It brings extra crit bonuses as well as Turn Rate boosts. All in 1 console.

    I have about a dozen characters, and I'm pretty sure that over the course of my time with STO, they have all received the console with the rest of the set completely ignored.

    The one I have sits in my inventory. The Crit hit and damage bonuses are small compared to current gear and sets and the Hydrodynamics console (Tier 1 8472 Counter-Command) is faster turning with extra engine power given, and any half-decent RCS will out-turn it by a good margin as well.

    Bioinfused Circuitry is pretty nice, enhances your already decent hull strength higher (more than a [+HullHP] Dilithium Mine console) adds Crit Damage higher than what a Spire Exploiter console does, though the Subspace Decompiler is basically un-used on your build.

    Consider picking up the console from the Romulan Reputation (decent amount of Crit Hit bonus) and possibly joining a fleet with a leveled Spire to grab a couple of Vulnerability Locator [+AP] Tac consoles to enhance your Critical Hit higher to take advantage of the innate Crit Damage of AP.
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited June 2014
    http://skillplanner.stoacademy.com/?build=turonupdate_0

    Here's my updated build. changed stats around a little as well. needed to work some inertial dampeners in there.

    Couldn't find a guildie who was interested in training me in GW3 or BFAW3. So I kept GW2, trained up APB2 and BFAW2 instead of APB1 and BFAW3. found an Expensive Gorn with TSS3, ended up driving me broke to by him.

    next major change to it i plan on doing is updating the shield when i get to it.... working on trying to level my reps up.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited June 2014
    tom61sto wrote: »
    The one I have sits in my inventory. The Crit hit and damage bonuses are small compared to current gear and sets and the Hydrodynamics console (Tier 1 8472 Counter-Command) is faster turning with extra engine power given, and any half-decent RCS will out-turn it by a good margin as well.

    Bioinfused Circuitry is pretty nice, enhances your already decent hull strength higher (more than a [+HullHP] Dilithium Mine console) adds Crit Damage higher than what a Spire Exploiter console does, though the Subspace Decompiler is basically un-used on your build.

    Consider picking up the console from the Romulan Reputation (decent amount of Crit Hit bonus) and possibly joining a fleet with a leveled Spire to grab a couple of Vulnerability Locator [+AP] Tac consoles to enhance your Critical Hit higher to take advantage of the innate Crit Damage of AP.

    Ahh, but your'e talking about using 2 consoles to overtake the performance of 1.

    The Rom Rep Zero Point console though is well worth it and I try to stuff it in as many builds as possible. Extra power and a +1.8% CritH chance is no joke.
    tenkari wrote: »
    http://skillplanner.stoacademy.com/?build=turonupdate_0

    Here's my updated build. changed stats around a little as well. needed to work some inertial dampeners in there.

    Couldn't find a guildie who was interested in training me in GW3 or BFAW3. So I kept GW2, trained up APB2 and BFAW2 instead of APB1 and BFAW3. found an Expensive Gorn with TSS3, ended up driving me broke to by him.

    next major change to it i plan on doing is updating the shield when i get to it.... working on trying to level my reps up.

    If you're having trouble getting skill training, try over at First City. As for your build, I would adjust the following, with ** being "Luxury Upgrades":

    ** Different shields, though if you're going to be doing a lot of Omega STFs, they will be sufficient (due to Plasma Resists). For everything else, I'd do Elite Fleet Shields ResB, Nukara Shield, Adapted KHG Shield instead. If you are intending to use Plasmonic Leech (which I recommend you do, esp. since it's KDF-wide account unlock unlike single character purchase for Feds), then do not get the Adapted KHG Shields. But the shields I listed are of the Resilient variety with good resists.

    ** Replace the Field Generator with Plasmonic Leech console (T3 Vandal Destroyer, C-Store)

    - Replace your Tetraburnium armor with another Neutronium.
    OR
    ** Replace that same thing with Romulan Rep's Zero Point Console (hefty +1.8% crith)

    - Get GW3 when you can.

    - For TAC station, what you currently have is okay. Your APB2 is a heavier resist debuff than APB1 and will help you and your teammates (and your hangar units) a lot more. APB2 is a better "team enhancing" ability than APB1. But if you go BFAW3, I wouldn't say no either.

    ** Get Spire Locator (CritH) Consoles Mk XII with Antiproton boosts
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited June 2014
    1. The tiburnium IS a neutronium as well, for some odd reason it didnt copy over when i used the console copy thing.

    2. Not sure if i actually bought the T3 vandal or not, i'll have to look into it.

    3. working on getting the ZPM console.

    4. shields, they might take a while, i got my omega equipment back before the rep system came out, and didnt play htis char a whole lot since then, so reps pretty low, working on T3 omega, and i got at least T1 in everything else but dyson.
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    spectre211286spectre211286 Member Posts: 31 Arc User
    edited June 2014
    Hey Tenkari and any others that use the voquv/and variants

    I have a channel for voquv users Called Voquvs United and would gladly talk to any of you about builds for the ship.

    feel free to message me ingame @spectre211286
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2014
    ok, i updated my build a bit more as i got some rep. im a day or two from T5 Omega... should i update my assimilated peices and the KHG shield to mk XII?

    http://skillplanner.stoacademy.com/?build=turon3_0
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    ryakidrysryakidrys Member Posts: 830 Arc User
    edited July 2014
    If you are open to not necessarily maximizing for DPS, here's something different:
    Try to get the Jem Hadar set, at least the deflector and engines, as well as the dominion polarons. I know, I know. Boldly they rode takes like 30-45 minutes to complete and you'd have to run/ re-run it up to 6 times for the set pieces.

    Get 3 flow capacitors to go with the leech you already have.

    Drop the B'Rotlh's and get siphon drones.

    TT1, BFAW2, APB2
    ET1, EPTS2, A2SIF2
    ET1, EPTS2
    HE1, TSS2, ES2/ TR2, ES3/ TR3

    Use energy siphon for you if you want the extra power, or tykens to just drain the baddies, you pick.
    As for tykens, lots of folks use GW these days, so drop it in a grav well and make use of that drain to greater effect with the other baddies someone brings in with the grav well.
    The siphon drones won't do any DPS, but every bit of power drain helps.
    With high flow cap skill, plus flow caps science consoles and the Jem deflector, the tetryon shield drain of the dominion polarons should help somewhat.
    If the polaron proc happens, even more power reduction.

    Sadly, your DPS in this setup won't be great. You probably won't get close to 10k DPS in it. You should, however, be the group healer in that setup with all those heals. If you happen to take high DPS in a randomly pugged STF, then you probably needed those heals since you were the tank and damage dealer all in one.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2014
    tenkari wrote: »
    ok, i updated my build a bit more as i got some rep. im a day or two from T5 Omega... should i update my assimilated peices and the KHG shield to mk XII?

    http://skillplanner.stoacademy.com/?build=turon3_0

    It's a good foundation what you currently have.

    Some equipment upgrades to get as you get the resources:
    - Replace your TAC Consoles with Spire TAC antiproton consoles with +CritH mods
    - Replace your Neutronium Alloy with Dil Mine Neutorinum Mk XII with either Hull Repair or HullHP mods. Between the Hydrodynamics Comp and Tachyokinetic Converter, you should have decent turn, as far as huge carriers go.

    Shields and upgrading your space set? That depends.

    Since your highest sci ability is Grav Well, going Borg Engine & Deflector is a very safe route. The hull heal proc will help. The gap however from Mk XI to Mk XII isn't huge, but it is an improvement. If you have loved your ship's performance with your Mk XI parts and want them better, then sure, go ahead.

    The shield? I would not use KHG. What I would do is either of the following shields:
    - Elite Fleet Resilient Shields with ResB - My number 1 recommendation. "ResB" covers the damage types you will encounter the most in this game.
    - Nukara Resilient Shields - They've been upgraded with S9. Resilient shields with a flat 10% all energy resist that will always be there and not have to be built up in resists like Elite Fleet Shields or Aegis.

    Since you are using Plasmonic Leech, I do not recommend Adapted KHG shields. The energy boosting abilities between these 2 parts conflict with each other.

    Between Elite Fleet Shields and Nukara Resilient Shields, they can allow you to take your build and face anything in the game with no glaring gaps in defense. KHG Shields have only Plasma Resists. Good only for Borg STFs or if playing content where fighting Plasma energy weapon using ships.
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2014
    - Nukara Resilient Shields - They've been upgraded with S9. Resilient shields with a flat 10% all energy resist that will always be there and not have to be built up in resists like Elite Fleet Shields or Aegis.

    speaking of aegis, i have the whole set on this char in the bank, should i just save up and just use that set or shield (once 9.5 hits)until my fleet gets to elite shields?
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2014
    ok... looking to pick up a Xindi carrier. any suggestions on one of those?
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    dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    tenkari wrote: »
    ok... looking to pick up a Xindi carrier. any suggestions on one of those?

    Looks like the jhdc +jhas ships for those that can't afford
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    tom61stotom61sto Member Posts: 3,638 Arc User
    edited July 2014
    tenkari wrote: »
    ok... looking to pick up a Xindi carrier. any suggestions on one of those?

    Nice tactical focused and speedy for a carrier with a turnrate of 9, has options for a variety of builds with that Lt. Comm Uni. Look at the suggested builds for the Kar'fi and builds for the Jem Dread to get ideas, as both apply to that ship to a certain extent. Looks like a fun ship. I would guess that Console - Universal - Cascade Resonance Catalyst is buffed by Particle Gens, which means a Sci in the Lt. Comm would be an interesting synergy if you stack Particle Gens. We'll have to see what the frigates can dish out, as I don't know where they fall in damage/CC.

    Beyond that, sit and wait for the prices to drop. I managed to win one, but sold it. I'll pick it up later for a fraction of the price I sold it for and probably have enough for the Lobi ship too.
    dahminus wrote: »
    Looks like the jhdc +jhas ships for those that can't afford

    It has the turnrate of a battle-cruiser though, meaning it could run rings around the JHDC. Loose out on tank with 4.5K less hull, and even more tank if you don't slot an eng in the Lt. Comm Uni.
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited July 2014
    alright. I picked up the Xindi carrier and this is what i got so far:

    http://skillplanner.stoacademy.com/?build=turonxindi_0

    note: the phasers are actually phased biomatter, they arent on the academy yet, neither are the frigates, which i picked up the advanced ones.

    skills are same as my previous update, except i tossed out the threat control ranks, since the ships less tanky, ad picked up some flow caps for the plasmonic leech.

    I managed to place first in CCE with this build.

    notes: I plan on getting the bio-molecular turret and an omni-phaser beam array to fill out the back. may end up getting the set bio-molecular torp from the undine rep too.
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