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Phantom vape

potencethe1stpotencethe1st Member Posts: 257 Arc User
edited November 2014 in Federation Discussion
Hi Trekkies!

This build is for pve; I'd do something different for pvp.
http://skillplanner.stoacademy.com/?build=sickphantom_0

link isnt saving boff abiltiies :(

tt/apb1/apo1
intT1/it1/oss3/ss3
epts1/a2b/eptw3
st1/he2
et1

Summary:

It jacks power up in the standard ways of eptw3 and plasmonic, but also adds over ride safeties.
Surgical strikes works on all energy weapons - so we can mix cannons and beams no problem. Edit: (I dont recommend this anymore, DBB are more efficient with SS due to travel time)

Can carry at 40k. Hit 53k top end with a 50k group.

My highest crit with the lance last night was 283k. (Now its 450k)

Enjoy.
Post edited by Unknown User on

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    acvoelckeracvoelcker Member Posts: 52 Arc User
    edited October 2014
    could you post a link to your skill build since you are carrying your plasmonic leech console? I like the sound of this build, but I want to know EVERYTHING about it.

    also, are you talking about the Bioneural Infusion and Bioneral Gel? (using both?)
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited October 2014
    Dupe post :/
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited October 2014
    acvoelcker wrote: »
    could you post a link to your skill build since you are carrying your plasmonic leech console? I like the sound of this build, but I want to know EVERYTHING about it.

    also, are you talking about the Bioneural Infusion and Bioneral Gel? (using both?)

    I'll post the exact build including my skills and traits when I get home. My skills currently have points in torps and sci powers so it's not completely optimized for this ship but it pushes diminishing returns in nearly everything so I use it as a one size fits all build that misses very little once you look at the actual number (for instance 3 pts in energy wep specialization vs 9)

    I don't have everything upgraded yet but most are m13 and all my consoles are m14. I'll post what I have and what I'm shooting for.

    I will run both bioneural once fleet phantom hits. Right now it doesn't fit and my non tac/int powers aren't quite at global. I run the circuitry, tachyo, and assimilated in engi slot, and lance/plasmonic in sci slots. I've tried dropping different consoles to drop in the gel but it was a loss to do so.

    I also tried the build out with proton barrage, using 3 PC Dyson and 3 PC proton set, as well as isometric charge with particle mastery and part gens at 6/9 - the proton barrage wasn't worth the loss of survivability and the Iometric charge, while the last hits hit hard and it had a massive crit rate, took too much away from sustained. The lance is seriously the easiest burst dmg console/set I've found to gear for since if you gear phasers you're already set.

    It's tooltip damage sitting at ESD is 23k, piercing version (if target has expose vuln) 33 k. Tooltip number btw, saw a crit last night vs debuffed target (APB from teammate, my own apo/eptw3/plasmonic/override safety/Borg proc/ionic turb/expose defenses/surgical strikes/a2b- it may have been missing one or two) for 283k, was like 146k in parenthesis as the "hit".

    I've never got another nuke to hit this hard.

    Enjoy


    Edit: can really increase its alpha by using weapon battery during buffage. I prefer deuterium for survival. This ship isn't a total vape since it doesn't have battle cloak- it's built to dogfight after vaping- it's got some serious offense but also excellent defense.

    Epts1+fleet shields+ NFG = capped shield resists vs big 3 and 63% to others. With my accolades and the eclipse starship trait my hull resists are 25-34 depending in buffs running - never drops below. No need for a2d with doff or neutronium with that kind of innate resist. For healing it has shield battery, sci team, engi team, HE, 100+ shield power, and Borg 2pc hull heal proc as well as decent regen with techie/living hull/biotech patch. It rocks a base of 86% defense before crippling strikes.

    It can tank normals. It cannot quite tank advanced but with amazing piloting can survive while dealing serious damage - oh and phaser procs count for something I guess.
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    nattycownattycow Member Posts: 0 Arc User
    edited October 2014
    Very keen build. I am enjoying a similar loadout, but with standard arrays. I will try out a cannon dbb mix, too!
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    acvoelckeracvoelcker Member Posts: 52 Arc User
    edited October 2014
    Hi Trekkies!

    This build is for pve; I'd do something different for pvp. I didn't put it on sto academy because that site is bootysweat on an iPhone with ads that are in the middle of the screen and it loves to cause safari to reset. When I get home tonight I'll flesh out a build and link it; my work firewall has the site blocked.

    Phantom intel escort t6 vaper

    Fore Weapons:
    2x Phaser DHC crtdx3 and rapid
    2x phaser DBB acc/critdX2
    Rear:
    Enhanced bio torp and phaser turret for 2pc phaser dmg
    KCB


    Ship:
    Borg deflector+engine for sustain, counter command defl+engine for solo/vape
    Plasma integrated elite fleet warp core s>w wcap
    Elite fleet res b shields

    Devices:
    Deuterium burn
    Shield battery

    Consoles: plasmonic leech, tachykinetic converter, bioneural, assimilated module, heavy phaser lance. 6th non tac console with fleet arrival will be the gel console for recharge.
    5x phaser locators.

    Boffs:
    Tt1, APB1, APO1
    Int team1, subsystem safety override 2, ionic turb; surgical strikes

    Epts1, a2b1, eptw3
    Sciteam1, HE2
    Engi team 1

    Doffs:
    3x technicians
    1 sci team cd
    1 engi team cd
    1diplomat weapon power drain

    Starship traits:
    Eclipse
    Phantom
    (Working on Intel, pilot spec, and the scryer for now)


    Summary:

    This build only uses single a2b - the phantom starship trait takes 10% cd off int/tac BOFF abilities whenever you are missed. Once I get the gel pack 1 "dodge" will put tac/int at pretty much global when combined with a2b. The sci and engi team doffs combined with a2b (and gel when fleet released) insures those are up frequently. The emergency powers only need single a2b to be permanent anyways. This leaves just my hazard emitters not at global.

    It jacks power up in the standard ways of eptw3 and plasmonic, but also adds over ride safeties.
    Surgical strikes works on all energy weapons - so we can mix cannons and beams no problem.

    This forward weapon load out is similar to my eclipse which uses 2 DBB 4 arrays, 360 ap beam and KCB. This means whatever vector I'm attacking from (front, broadside) I've got 6 weapons hitting and forward arc has some oomph. I've taken that setup and adapted it for a ship with tighter turn rate. It's a load out that rewards piloting at max speed but not necessarily doing strafing runs.

    The DBB are there for instant non travel shield stripping so when cannons hit its hopefully to bare hull - surgical strikes is so ridiculously beastly... I'm getting over 20k Dps -single target-.

    My highest crit with the lance last night was 283k.

    Enjoy.

    What do you do for AoE fining? Seems like you are focusing on single target DPS. I would go with this...

    stick with all DHC's fore, and do the following

    Tt1, APB1, APO1
    Int team1, CSV 1, CSV 2; surgical strikes[/B]
    Epts1, a2b1, eptw3
    Sciteam1, HE2
    Engi team 1

    or go with all DBB's fore and do this...

    Tt1, APB1, APO1
    Int team1, BFAW 2, BFAW 3 or BO3; surgical strikes[/B]
    Epts1, a2b1, eptw3
    Sciteam1, HE2
    Engi team 1

    also this might be interesting and pretty funny if Heavy Phaser Lance is affected by Beam Overload...

    stick with all DHC's fore, and do the following

    Tt1, APB1, APO1
    Int team1, CSV 1, BO3; surgical strikes[/B]
    Epts1, a2b1, eptw3
    Sciteam1, HE2
    Engi team 1

    use intel gathering, wait for the proc, expose defenes, pop a2b, 1APB1, EptW3, BO3, then use the Heavy Phaser Lance for a HUGE facemelting attack
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    twofatnutstwofatnuts Member Posts: 53 Arc User
    edited October 2014
    This ship is op imo bought today tested in ardelia on khazon or something carrier and... normal beam crit scored 92k crit damage this is insane!

    Beta III -50 damage resistance
    Fire on my mark III -42 res
    And intel vurnability -33 res
    + sensor analyse from some one

    Then alpha+50% damage
    Tac fleet +38%
    + flank
    And bam 74 to 92k crit hits from normal beams no overload or something just auto attacks i think il stick for longer with this ship ]:>

    my stats are 24% crit chance and 120% crit sev im using fleet ap beams mk 13 right now i dont know if there was any other buff or debuf i was at full hp and shields maybe some bug but right now its op as hell.
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited October 2014
    I don't do anything for aoe. Aoe in the new DR trek is inefficient and tiny little scratches against giant sheilds and hull. I've found much greater success in my role by focusing on single targets - particularly hard targets - and let the cruisers take out the trash. My job is to spike a hard target. Aoe attacks are worthless in that regard when a much better option (SS) exists, not to mention an escort built this way would not survive the return fire from recklessly aoeing for very long in advanced/elite.

    I don't need aoe to spread APB, I achieve the same function with ionic turbulence but it also has CC.

    This had no need of aoe because any trash where aoe would be useful is basically vaporized by SS cannon/beam fire. I tried the build with FAW and CSV and didn't like it.

    I appreciate the suggestions and I like the way you think but there is no way I'm dropping int abilities for lackluster cannon abilities or beam abilities that share a cd with SS. BO does not work on the lance. In fact "beam" tactical consoles don't either - it's not a beam; it's an energy weapon attack and is only affected by tactical consoles that buff phaser damage.

    The alpha you suggested is a good; mine is:
    Eptw3+Apo+TT+A2B+SS -come out of stealth and open fire. If weaker hard target and solo let expose vuln stack and after 15 seconds apo ends, hit APB, epose vuln, int team, hit ionic turbulence, override subsystem safeties, pop weapon battery, SS again; then lance.

    If a super hard target and in a group, same opening from stealth but start with the lance to apply vuln right away (-20% shield resists at start of fight is huge against really hard targets like voth carriers) and then standard after that.
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited October 2014
    twofatnuts wrote: »
    This ship is op imo bought today tested in ardelia on khazon or something carrier and... normal beam crit scored 92k crit damage this is insane!

    Beta III -50 damage resistance
    Fire on my mark III -42 res
    And intel vurnability -33 res
    + sensor analyse from some one

    Then alpha+50% damage
    Tac fleet +38%
    + flank
    And bam 74 to 92k crit hits from normal beams no overload or something just auto attacks i think il stick for longer with this ship ]:>

    my stats are 24% crit chance and 120% crit sev im using fleet ap beams mk 1H
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    nattycownattycow Member Posts: 0 Arc User
    edited October 2014
    I tried out a mix of dbbs and heavies! Lo and behold, it works pretty well. Chaff ships get completely crushed, and it steadily chews through hard targets. I like.
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited October 2014
    http://skillplanner.stoacademy.com/?build=potenphantomescort_0

    link isnt saving boff abiltiies :(

    tt/apb1/apo1
    intT1/oss2/IT2/SS2
    epts1/a2b/eptw3
    st1/he2
    et1
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    acvoelckeracvoelcker Member Posts: 52 Arc User
    edited October 2014
    thanks for the link:)

    nice to see that all i really have to look for on the weapon mods is CrtDx3. if I cant find those for a good price, I'll go with CrtDx2/CrtH
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    acvoelckeracvoelcker Member Posts: 52 Arc User
    edited October 2014
    do you mean pirate, rom and human Boff slotting?
    if so where do you get Pirate Boffs?
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited October 2014
    Yeh:
    Pirate1 is a Nauscican engineer cross faction BOFF rewarded for reaching t4 diplomacy.
    The other is the new hierarchy BOFF you get - he is badass. I got mine as int/sci.

    My tactical BOFF is sup rom op.
    Int/tac is just a plain jane human for like 200 dil.
    Engineers are human and Nauscican.
    Sci/int is heiratchy.


    Also both my cannons have the rapid affix, sto academy didn't have it as an option.
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited November 2014
    Changed my build up a bit and going with all phaser (combo phaser and phased biomatter) DBB crtdX3 up front.

    Engine+ deflector is Borg.


    Managed to hit a 450k crit with the lance vs a recluse in CCA.

    Been seeing a lot of phantom threads so I'm hoping this helps.

    My overall Dps has hit 33k. My single target sustained for 10 seconds can hit 80k.
    I still have upgrade room as well, with weapons only mk14 VR and UR. All my consoles/engine/shield are 14 but not epic. I only have SS2 but should get ss3 today. And the. The fleet version of this will come out too.

    When I finish all upgrades and get fleet version, as well as my spec points I'm expecting to break overall Dps of 40k. Which I don't care who tells you otherwise, is an impressive feat for a non FAW single target ship, that isn't even optimized for isa (that would be a rom engine, undue deflector, no EptS or teams) but rather to be able to play any content and excel. It's my own lil baby.

    Enter the phantom.
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    bulvynebulvyne Member Posts: 74 Arc User
    edited November 2014
    Howdy!

    I have to ask the noob question, because folks have been pounding it into my head that you don't mix beams with canons.

    Can you tell me why it works on this build, mixing the two?

    And another things folks have been feeding me for awhile is how Phaser is the weakest damage type. Apparently that isn't true either, if it works in this build?

    Thank you for any insight!
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    necaradan666necaradan666 Member Posts: 83 Arc User
    edited November 2014
    The heavy lance is a phaser weapon, so you need to use phaser tac consoles to get the most out of it, thus using phasers for main weapons too.

    Mixing beams and cannons is bad because the boff weapon enhancement abilities such as beam fire at will or cannon rapid fire only work on one or the other, this build uses surgical strikes which effects both so it's not a problem.
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    bulvynebulvyne Member Posts: 74 Arc User
    edited November 2014
    Ah cool! Thank you for the enlightenment! :)

    All of that makes a lot of sense now! :)
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    killelr123killelr123 Member Posts: 54 Arc User
    edited November 2014
    Tried same basic build, but had DBB and DHC mixed in front. The DHC had a way higher DPS rate, both unbuffed and with SS. Not seeing how having 4x DBB would improve the situation (well, maybe overall it would as I'd spend less time closing with targets to compensate for DHC distance falloff, and the wider arc might help a bit. hmmmm.). But even so, to me it looks like DHC put out more damage. I'm sure not going to start working on fancy DBBs until I figure this out.
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited November 2014
    I've tried the ship with both DHCs and DBBs and both have their merits.

    DHCs give much higher DPS at close ranges and you literally rip anything apart in a short time. Also less power drain, plus you can get all your gun firing at the same time.

    DBBs have a wider arc and less range drop-off so that helps in some situations, but they drain more power and do less damage overall. Also you'll not be able to take advantage of 360 degree weapons as much, apart from omni-directional beams and the KCB.

    I found DBBs better suited to blasting everything in range with FAW whereas DHCs are much more suited to single target attacks.

    However with the intel abilities like Surgical strikes and OSS I've found you can put out more than enough damage with either build. Really it's down to what type of weapons you prefer.
    SulMatuul.png
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    killelr123killelr123 Member Posts: 54 Arc User
    edited November 2014
    Using this build means you get all the agro from the big bad guys. It's virtually impossible to keep fire on, for example, the gate or tac cube without being forced to bail multiple times. That said, I love it. But making 20k will be very tough because of the down time running to stay alive. Which is stupid since I don't do beam builds and I'm melting everything in my path. Oh well, I'll stick to the 10k channel.

    I'm curious how you got to 40k or whatever without being blown up. That would clearly require constant close range fire on the big boys. I buffed up my defensive side even and still it wasn't even close.
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited November 2014
    Regarding why I use DBB instead of cannons:

    Travel time. In high end runs if I'm not on a targets 6 and super close I find they are debris before my first volley hits. Hard to get a good parse with a high end team using cannons even when sticking to hard targets. DBB will typically parse higher due to arc and ranged damage falloff.

    Regarding survival:
    Dicrok, epts1, all 4 teams, hazard emitters 2, BFI, subspace modulator, rom t5 stealth, deuterium surplus, pilot7 and int22. Piloting plays a huge factor. Spamming int team keeps threat down too. Nukara engine, delta core+ deflector all give shield subsystem power. With 15 in shields I idle at 68. Before plasmonic, before epts1, before oss3, before dicrok etc etc - I'm capping shields much of the time at 130.

    Yes if I'm on a team where I am taking all of the aggro because I'm doing literally twice the Dps of all 4 of my teammates combined, I may have to retreat for a moment. Hasn't been a problem considering when it happens it means I'm seriously already doing far more than my fair share which most of the time I have no problem with. It's also incredibly rare that i retreat.

    Link to the reddit build has links to some parses:
    http://www.reddit.com/r/stobuilds/comments/2mnc02/phantom_strikes_the_intel_escort/
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    redbergguardianredbergguardian Member Posts: 11 Arc User
    edited November 2014
    Are the character skills still the same in your first post link? (Since you seem to have changed the build a little)

    I am looking at getting a new escort and I guess the Phantom is the logical/only choice at t6 and I assume/hope better than the current t5s. And need to redo my skills as a result.
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