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Hello ppl need some advice for new Tac officer on KDF side

raptormgraptormg Member Posts: 0 Arc User
edited November 2014 in Klingon Discussion
Hello everybody I need a little help this will be my second char I'm playing STO since last year with Engineering officer on the FED side so i decidet to try out the tactical one on the KDF side I need some advices for this http://skillplanner.stoacademy.com/?build=test1_7584 build if it's ok. I want to play with Qin Raptor you can guess why, I will use 1 torp and 3 DHC in front and 1 torp , 2 turets Aft .
Thank you for your help and have a nice day.
Post edited by raptormg on

Comments

  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Link doesn't seem to go to a completed ship build
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • raptormgraptormg Member Posts: 0 Arc User
    edited July 2014
    Sry I forgot to mention that I want to know if the skills are ok for Tactical officer and the ship build Is described in the post
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Oh, you want so build a ship from scratch?
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited July 2014
    why the qin? is your heart set on the qin for whatever reason?
    your interest is primarily pve?
    is your kdf toon caught up on rep? you can buy rep items?
  • raptormgraptormg Member Posts: 0 Arc User
    edited July 2014
    Yes I like the Qin yes I have interest in PVE but I will play PVP to, I play for fun even if I wil s..ck in PVP :)) I wiil bring the most out of it :). I will buy Rep set . I updated the build is only an estimation but sumting like this i want to build. http://skillplanner.stoacademy.com/?build=test1_7584
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited July 2014
    I only play PvE so my comments are skewed in that direction. Additionally, my KDF tactical toon only fly BoPs.

    It seems you place a lot of emphasis on your torpedo with the various Boff abilities. Personally, I focus on cannon abilities because they provide more consistent damage vs. torpedoes which provides spike damage. I use Hargh'peng torpedoes on my BoPs (fore and aft), since Boff abilities do not affect the Hargh'peng, I don't need to bother choosing torpedo Boff abilities. I am not saying my tactics are better than yours, it is just a strategy I prefer.

    Because wet tissue has more hull strength than BoPs, I tend to use ET1, and EPTS2 for engineering abilities. I find they are very helpful when going up against the Borg and also the Crystalline Entity. For science abilities I tend to go with HE1 and ST2 for all my toons except my Fed Engineer flying cruisers; I go with ST1 and ST2.

    The Borg seems to have an ability that forces all your engineering ability to go into cool down mode (not sure what that ability is called). That's were science team comes in, if I cannot use EPTS2 because of a forced cool down, then I would use the ST ability. However, a tractor beam is good when using torpedoes since you can weaken / collapse the shields of one side for your torpedoes. I don't use jam sensors at all, if I need to get away from my enemies I evasive maneuvers.

    I am not crazy about using turrets since they do not do much damage. I prefer using an aft beam array instead for defensive purposes even though it will lower the forward 45 degree arc DPS.

    For warp cores, I prefer the plasma-injected warp cores because it doubles the regeneration rate of all power levels. Of course if you are eventually going to replace it with warp engine from the Omega Rep system, then I probably would not bother switching to plasma-injected.

    Regarding your consoles, you have a few Mk I consoles that should be replaced as soon as possible. Mk 1 is better than Mk 0, but still it is something you should look into. Specifically focusing on your science consoles... I prefer using Shield Emitter Amplifiers instead of Emitter Arrays. The amplifier is always working since it's job is basically to increase the rate at which your shields regenerates itself. The arrays are good for abilities which heals your shields like ST1 and ST2, but you only gain the benefit when you use those abilities. I tend to devote the science consoles to Shield Emitter Amplifiers and Field Generator for most of my toons. The exception would be my science toon where I have a graviton and a particle generator for the Gravity Well ability.

    A field generator increases the capacity of your shields, but they can be expensive. For example, if your current shield strength is 5,000 a field generator with a 10% boost would increase your shield strenth to 5,500.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited July 2014
    turrets are weak. Let me recommend cutting beam (omega rep) and maybe a crafted (new, but wait for it) 360 beam array instead. The turrets do benefit from cannon skills but they still mostly drink power to provide low damage.

    As for those skills...

    ...

    your defenses are seriously lacking. If you get shot at in elite content, you are gonna have a hard time, I think.

    For tac: lose HY2. Either replace TS1 with HY1 or forget about HY entire (slow moving, targetable projectiles are often useless in today's world, they get shot down OR the enemy dies before it hits). Gain more cannon skills... a second rapid fire or scatter fire. if you want HY torps, use the rom launcher that does it free without an officer skill.

    For the rest, I highly recommend a haz emmitter instead of a tractor beam. You have exactly 4 non tactical skills, and IMHO all 4 should be healing... either 2 power to shields and haz/sci team or power to shields, aux to structure, haz, sci team, something like that.

    Forget the torp console, carry 4 cannon boosters.

    I see I echoed the person above me... my fault for not reading all the posts before jumping in.
    He said the +shield cap items are pricey but let me offer 2 solutions:
    I will give you one for free if you just ask me, as I have made a bunch (tier 6 mostly, 12% shield cap or so) just to be making something with the new crafting and planned to vendor most of them. Or make yourself one, even a white quality t6 is doable after a day of crafting.

    A better solution is to do your daily dyson rep grind and eventually score a sheild healing shield cap blue or purple freebie. These not only up your shield, they also add extra healing sometimes when you self heal.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited July 2014
    http://skillplanner.stoacademy.com/?build=raptormg01_0
    i think this would be a good place to start.
    it uses a bit of synergy to its advantage:

    since youre running an antiproton build, we drop those mines and slot the obelisk ap beam. then we use the obilesk warp core and pickup a 2-piece bonus (+10% boost to antiproton).

    you want a torp, so we get a great torp (the gravwell) and pair it with the proton particle stabaliser console and pick up another 2-pc bonus (+23% photon damage, +3% crtH) now you dont need that torp console!

    counter command deflector is pretty awesome! (+5% acc +9 energy weapon damage +17.5% kinetic/torp damage +17.5% structural integrity +9% shields +17.5 inertial dampeners +26.2 part gen which boost gravwell amongst other things)
    counter command engine is a modern 'hyper' engine, which takes advantage of todays high power availability (and your leech) and makes you go fast. 'combat' and 'efficient' engines are waaay outdated. there is no lack of system power in todays power-creeped sto.

    hydrodynamics console is hard to resist: (+17acc +23% turn)
    you had the bioneural console slotted. fair enough. its a great console.

    that leaves one more console slot free. armour? maybe. i never run armour myself. i guess i favour using speed as defence and using the engi console slots to increase offensive stats. maybe put the assimilated console here (big critD and hull repair) and drop a turret in favour of the cutting beam and pick up the borg 2-pc bonus (moar power).

    boff skills:

    tacteam is tacteam imo. ttx2
    you have a somewhat redundant ensign tac. your 360 ap beam can be used for BO though, and a chance for a crit spike damage is irresistable. bo1
    beta, omega, and two crf. no csv.
    you dig your torps and you have perhaps the best torp in sto now, so do it justice: ts3

    keep your shields alive: ep2s1
    speed saves lives (yours anyway): ep2e2

    heal plasma burn and regen hull on yourself or an ally: he1
    heal shields and clear sci debuffs on yourself or an ally: st2

    ===========

    im sure that others might not agree with this or that, but this is a pretty solid build that would annihilate pve and would take the fight to the majority of the feddies in kerrat. is it a premade 5vs5 pvp build? no, not at all. but i dont think thats what youre looking for anyway.

    edit: if the 4 locater consoles are bit much right now, use your mk11s for the time being.
    cant afford a fleet shield? use the solanae shield for now (step between stars)
    obilesk core and beam are free mission rewards (sphere of influence)
  • edited July 2014
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  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited July 2014
    And just so you know OP - at least 3 of the people above can tank 5 or more average Feds at Ker'rat, in paper thin hulled Birds of Prey. They're good.

    You can bring a Raptor to PvP, but just because you can do something doesn't mean you should...



    PvE however, 99% of STO PvE content you can turn up in a T1 ship and complete if you build it well enough, so no issues there.



    Another ship to consider is the mirror version - almost everything is exactly the same, but the ensign slot is an Engineer, not a Tactical.
  • raptormgraptormg Member Posts: 0 Arc User
    edited July 2014
    Thanks for the help from all of you, I will take everything in consideration, until the next post Have nice day and game play :D
  • raptormgraptormg Member Posts: 0 Arc User
    edited July 2014
    Hi I have read everything I changed some thing here and there, When you have time you can check ithttp://skillplanner.stoacademy.com/?build=test1_7584 ,

    Yes maybe I will buy the mirror qin for the Eng ensign slot but for the moment I'll see how I will do with this, I will heve a little work on this build but I dont have anything better things to do for now.

    I'm not a PVP fan but sometimes I will go and try to kick some fed's in the ... .

    And one more thing can some one review my skill points ?

    Have a nice day.
  • fightingexplorerfightingexplorer Member Posts: 75 Arc User
    edited July 2014
    patrickngo wrote: »
    well, taking a Raptor into PvP? Good luck with that, between the Qin's poor turn rate and poor inertia (compared to Fed escorts) and poorer armament (compared to a Battlecruiser), Excessively high crew (Slowing your recovery rate from hull damage), and the pivot issue...yeah, good luck with that.

    stick to PvE, you'll suffer less and might actually enjoy having the ship, instead of regretting it. There's a reason KDF Escort-driver types use Lockbox ships or BoPs in PvP, it's because Raptors can't do the job. They have the defects of Cruisers (Poor manueverability for their size and Bridge Officer layout) combined with the defects of Escorts (Low hull numbers and low shields), plus the punishment for mounting a standard cloak (high crew, no good upgrades available).

    and, of course, the punishment for being KDF exclusive (Devs won't touch the defects or bugs and insist they don't exist.)


    It's all about the following items:

    1. Turn Rate

    2. Inertia

    3. survivability.

    Raptors fall down all three of those, and don't come with an option that gives them serious punch to compensate-you can get the same punch off of several Battlecruiser platforms, but without suffering mediocre handling Combined with being an easy kill.

    I will unpack my Raptors too - to have some fun with them ;)
    I bet I can make a usefull PvP-Raptor with them - always depends on the Player. :P
    [SIGPIC][/SIGPIC]
    Shak - Fed/Rom - Sad Pandas Scort-Veteran - Known Haxxor
    Shak'Re - KDF - Soehne von Khaless (Svk)
    T'Shara - Fed/Rom - 58. Geschwader
  • schmedickeschmedicke Member Posts: 229 Arc User
    edited July 2014
    Here is an idea and I know I'm going to get bashed for this, but why not run a beaming raptor? Just a thought.
  • raptormgraptormg Member Posts: 0 Arc User
    edited July 2014
    I realy dont know if it's ok and anyway I have a beam boat on the fed side so I wan to play in a diferent way :),
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited July 2014
    It looks a whole lot better.

    In PVE, I would exchange the aft torp for a turret (or later, a crafted 360 beam) and just shoot ahead of you.

    I would also get a "spare" bridge officer for PVE, one that has scatter fire. The best way to do this IMHO is take that ensign officer with torp spread, and swap him and the 3 skill officer for pve and pvp play; just train him up for pve.

    I am torn on the omega attack pattern. Is that really the best choice for the high end skill? I would rather have my AP beta here, or a second copy (not sure about beta overlap/cooldown though, check this... I have never had the luxury of running 2 copies!)

    BO1 on the omni... seems like a lot of power loss for a smallish dps spike. I see why you might do that, but be sure you can counter the power drain with a battery or something.

    Regardless, this looks very solid.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited July 2014
    It looks good, but you are missing a tactical ability for your Lt. Cmdr. I would insert TT1 so that you have two copies of it.

    The only thing I would add is you should experiment slotting other things in place of the aft photon torpedo. One thing I can think of is a tractor beam mine launcher. It does not do much damage, but it will slow down or stop an enemy ship. This can allow you to focus your firepower on one shield side. If the shields are down when your Bio Photon Torp hits, the results could be devastating. However, the tractor beam mine launcher is not very useful in PvP since players know they should shoot them down immediately. Perhaps an aft Bio Photon Torp if you are allowed to have two on the same ship?
  • rollercoasterrollercoaster Member Posts: 2 Arc User
    edited July 2014
    I only looked at the captain skills for you.

    Since you said this was for space I trimmed some of the extra ground skill points until I got space skills up to max.

    http://www.stoacademy.com/tools/skillplanner/?build=kdftachelp_0

    If you were to switch energy type to polaron or tetryon or get the Plasmonic Leech you would want 6 or more points in flow caps but as it is right now you wouldn't need them.
  • raptormgraptormg Member Posts: 0 Arc User
    edited November 2014
    Hello everyone I'm back after a little pause of 2 months and a have purchased the Mat'Ha Raptor and I have the following items what do you think. I still need a good warp core and some Consoles, I couldn't finde the Hevy disruptore nose canon . but it gose to one of the tac consoles place
    This thing is a little beast :) yes I know it has slow turn rate but when I hit something it really hurts Yes it needs a littlebit of additional work. http://skillplanner.stoacademy.com/?build=raptormatha2_0
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