I take it MkXIIs are like Zimbabwean dollars by now?
RCS Console I've found is useful tracking faster targets. You're right though about the Field Generators and the Neutorniums, what else should I get instead?
Thanks Rmy and everyone else. I'll also mention that I'm interested in PVP, so if anyone has any updates on the changes there I would appreciate it.
Unfortunately, you have just missed a 20% ship discount over this past weekend. The current best BoP is the C-Store B'rel Retrofit which is basically General Chang's BoP from Star Trek VI.
This BoP has the Enhanced Battle Cloak (EBC) which basically allows you to remain cloaked when firing torpedoes and when using science abilities against enemies. Firing energy weapons will cause the ship to de-cloak. This ability makes the B'rel Retrofit and ideal candidate for a torpedo ship since you can basically remain cloaked as long as you avoid detection / firing energy weapons.
The ship costs 2,000 Zen (1,600 during the sale) and it can be upgraded to T5U when Delta Rising is released.
Overall, you ship looks fine... better than my Hegh'ta since I have not yet installed any rep gear nor fleet gear since I am not in a fleet. However, you might die of old age traveling from system to system without a warp core....
I would keep the engineering and science consoles until you can get better versions. You need them in case you accidentally de-cloak or if you get detected.
Actually, if you want you can replace the copies of the Field Generator and Neutronium Alloy with consoles that can help improve damage. An easy example is the Plasmonic Leech which drains target power levels and transfer them to your power subsystems. This can help maximize your weapon damage because the Plasmonic Leech will divert some power to your weapon subsystems.
The Plasmonic Leech can be obtained when you purchase the T3 Vandal Destroyer for 1,000 Zen.
Add some speed consoles - start by dropping the field generators, then Neutroniums/RCSs. (depends on which side of patrickngo/saxfire's debate you stand as to which)
Good start, but your Boff skills are far too survivability minded - drop heals, swap to stuff that aids your movement and offence.
Your Engineering and Sci boffs are dead weight to your intended purpose.
Eng: EPTS is totally useless to a BoP, use EPTE instead, and RSP does nothing to benefit you offensively or evasively. Either DEM or A2D.
Sci: Sci Team - Useless to a BoP, as it would only function for clearing Sub-Nuke, and that can be done by waiting once you are clear. Tractor Beam to hold your opponent is far more useful. HE - Better. Pop it as you flee to clear hazard debuffs that would otherwise drag you down.
General advice.
You are in a BoP. You do not try to keep yourself alive, You strike your opponent and GTFO ASAP before his mates come after you. And they will. Don't even check to make sure you killed them, just deliver your strike and GTFO, your team mates will deal with them if you don't kill them.
Remember - a stationary BoP is a dead BoP. So is a dogfighting BoP, they do not have the staying power.
Your entire active time from cloak to well out of range of your opponent is less than your cloak cooldown. (on a BoP, 18 seconds minimum, but, Rom Warbirds can drop it to 9)
You are gone before your CRF has even finished cycling - every fraction of a second you are around drastically increases the chances of your opponent and their team responding as BoPs are a very easy kill, and thus, everyone goes for them.
Don't ever try to stick it out in a fight, you will end looking at the respawn timer.
If you do get dragged down:
If at Ker'rat - don't bother resisting, it is easier to just respawn and let the Feds feel good.
If in a teamed queue - resist to flee, don't dogfight your way out, as your death has a cost to your team.
That said, remember you are in a BoP - being killed is just an occupational hazard and is pretty much meaningless apart from points in Arenas.
Fed handling:
The average Fed knows next to nothing about BoPs. They will feel good about killing your defenceless BoP, and some will send tells or post in Zone chat bragging. Ignore them.
Avoid Nebulas. If you see one, assume it can see you through your cloak, as if the pilot is competent they can - generally they wont have the teeth alone to be able to stop you, but the rest of the Fedball will.
Beware Fed-Roms running T'Varo snoopers. These guys can do most of what a Neb can do, but, they can do it A) from cloak, and they can fire torps while cloaked. One moment you will be just fine sizing up a target, next you see a blur of explosions and the respawn timer.
Otherwise, vape at will, just pick your targets. Especially Fed Cruisers, they love having their 60k hull disappear in under a second or two.
Feedback Pulse:
Lots of players run FBP to stop vapers, but it is done mainly by Feds. It can relatively easily get 100% uptime - if a player is using 100% uptime, use method 2. If not, method 1 or 4. Or, method 3 at all times.
1st - Wait it out in some form. For example, tap them enough to get them to use it, but without using your own buffs. Evasive out, return 15 seconds later and properly vape.
2nd - have a local friendly sci sub-nuke for you.
3rd - just ignore them. FBP requires incoming damage - no damage, useless FBP.
4th - blast them anyway, hope they go down first. (and some players don't even bother buffing it, so it doesn't hurt you anyway...)
However, if you are mostly / primarily PvE, then hull repair and shield regen abilities are good to have since most other players generally do not heal you.
If you do both PvE and PvP on a regular basis, then I recommend you have one set of Boffs devoted to PvE and another set of Boffs devoted to PvP. That way you can perform at peak performance in both scenarios.
Yeah, generally speaking Boff abilities developed specifically for PvP can be used for PvE, but not the other way around. However, if you got empty Doff slots then might as well use 'em for Boffs so that you can have two sets of Boffs to get the most out of PvE and PvP... assuming you are doing both...
Wouldn't you put the beam array in the far left slot? You want your BO firing first at full power since it is going to do a lot more than the cannons in the opening shots.
Cryptic nerf batted bird of preys so badly long ago that a shuttle craft could do a better job at a hit and run. Its more like a fly by spraying some water on your enemies and then recloak.
Comments
http://skillplanner.stoacademy.com/?build=aurgdronicus_0
My thoughts:
Could we have the rest of the build?
CUUCUUMBEER! "-With slight partigen with it."
Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
in high yield it does 1 untargetable aoe blast. it's really nice.
I would also recommend the counter command engines and deflector
http://sto.gamepedia.com/Fluidic_Counter_Assault
they give +accuracy and +defense
there's more things but I have to get going.
good luck and welcome back
Thanks, not seen this before.
Here it is amended (I have a deafult warp core, don't quite know what that is):
http://skillplanner.stoacademy.com/?build=aurgrdronicusamended_0
I take it MkXIIs are like Zimbabwean dollars by now?
RCS Console I've found is useful tracking faster targets. You're right though about the Field Generators and the Neutorniums, what else should I get instead?
Thanks Rmy and everyone else. I'll also mention that I'm interested in PVP, so if anyone has any updates on the changes there I would appreciate it.
This BoP has the Enhanced Battle Cloak (EBC) which basically allows you to remain cloaked when firing torpedoes and when using science abilities against enemies. Firing energy weapons will cause the ship to de-cloak. This ability makes the B'rel Retrofit and ideal candidate for a torpedo ship since you can basically remain cloaked as long as you avoid detection / firing energy weapons.
The ship costs 2,000 Zen (1,600 during the sale) and it can be upgraded to T5U when Delta Rising is released.
http://sto.gamepedia.com/B%27rel_Bird-of-Prey_Retrofit
There is also a fleet version and it to can be upgraded to T5UF when Delta Rising is released.
http://sto.gamepedia.com/B%27rel_Fleet_Bird-of-Prey_Retrofit
=============================================
Overall, you ship looks fine... better than my Hegh'ta since I have not yet installed any rep gear nor fleet gear since I am not in a fleet. However, you might die of old age traveling from system to system without a warp core....
I would keep the engineering and science consoles until you can get better versions. You need them in case you accidentally de-cloak or if you get detected.
The Plasmonic Leech can be obtained when you purchase the T3 Vandal Destroyer for 1,000 Zen.
Add some speed consoles - start by dropping the field generators, then Neutroniums/RCSs. (depends on which side of patrickngo/saxfire's debate you stand as to which)
Good start, but your Boff skills are far too survivability minded - drop heals, swap to stuff that aids your movement and offence.
Your Engineering and Sci boffs are dead weight to your intended purpose.
Eng: EPTS is totally useless to a BoP, use EPTE instead, and RSP does nothing to benefit you offensively or evasively. Either DEM or A2D.
Sci: Sci Team - Useless to a BoP, as it would only function for clearing Sub-Nuke, and that can be done by waiting once you are clear. Tractor Beam to hold your opponent is far more useful. HE - Better. Pop it as you flee to clear hazard debuffs that would otherwise drag you down.
General advice.
You are in a BoP. You do not try to keep yourself alive, You strike your opponent and GTFO ASAP before his mates come after you. And they will. Don't even check to make sure you killed them, just deliver your strike and GTFO, your team mates will deal with them if you don't kill them.
Remember - a stationary BoP is a dead BoP. So is a dogfighting BoP, they do not have the staying power.
Your entire active time from cloak to well out of range of your opponent is less than your cloak cooldown. (on a BoP, 18 seconds minimum, but, Rom Warbirds can drop it to 9)
You are gone before your CRF has even finished cycling - every fraction of a second you are around drastically increases the chances of your opponent and their team responding as BoPs are a very easy kill, and thus, everyone goes for them.
Don't ever try to stick it out in a fight, you will end looking at the respawn timer.
If you do get dragged down:
If at Ker'rat - don't bother resisting, it is easier to just respawn and let the Feds feel good.
If in a teamed queue - resist to flee, don't dogfight your way out, as your death has a cost to your team.
That said, remember you are in a BoP - being killed is just an occupational hazard and is pretty much meaningless apart from points in Arenas.
Fed handling:
The average Fed knows next to nothing about BoPs. They will feel good about killing your defenceless BoP, and some will send tells or post in Zone chat bragging. Ignore them.
Avoid Nebulas. If you see one, assume it can see you through your cloak, as if the pilot is competent they can - generally they wont have the teeth alone to be able to stop you, but the rest of the Fedball will.
Beware Fed-Roms running T'Varo snoopers. These guys can do most of what a Neb can do, but, they can do it A) from cloak, and they can fire torps while cloaked. One moment you will be just fine sizing up a target, next you see a blur of explosions and the respawn timer.
Otherwise, vape at will, just pick your targets. Especially Fed Cruisers, they love having their 60k hull disappear in under a second or two.
Feedback Pulse:
Lots of players run FBP to stop vapers, but it is done mainly by Feds. It can relatively easily get 100% uptime - if a player is using 100% uptime, use method 2. If not, method 1 or 4. Or, method 3 at all times.
1st - Wait it out in some form. For example, tap them enough to get them to use it, but without using your own buffs. Evasive out, return 15 seconds later and properly vape.
2nd - have a local friendly sci sub-nuke for you.
3rd - just ignore them. FBP requires incoming damage - no damage, useless FBP.
4th - blast them anyway, hope they go down first. (and some players don't even bother buffing it, so it doesn't hurt you anyway...)
PS - https://www.youtube.com/watch?v=0EDdVylbeC4&feature=gp-n-y&google_comment_id=z12pt3magxivibm4h04cedcaeqm3i5lpywo0k The work of a master.
TL;DR
In general, good advice for PvP.
However, if you are mostly / primarily PvE, then hull repair and shield regen abilities are good to have since most other players generally do not heal you.
If you do both PvE and PvP on a regular basis, then I recommend you have one set of Boffs devoted to PvE and another set of Boffs devoted to PvP. That way you can perform at peak performance in both scenarios.
That was the link to Thissler's work.
PvE is a bit more pressure DPS rather than spike, but if you can do a PvP BoP, PvE will hold no trouble apart from OHKO attacks.
Is there any equipment loadouts that I should work towards? My gear some somewhat archaic by today's standards.