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The Ragnarok Dread (Chimera Heavy Destroyer) - I love this ship

lighte007lighte007 Member Posts: 390 Arc User
edited November 2014 in Federation Discussion
I just want to get some suggestions about my build of the Ragnarok Dread. I love the Chimera Heavy Destroyer just because I am a little bit crazy, and it is a T5-U ship. This build was somewhat built by Andrew R. Hyde from the Temporal Directive before Expansion 2: Delta Rising was released.

The Doff Setup is mostly 3 Energy Weapon Officers /w Cannons and 2 Conn Officers for Tactical Team. I am enjoying the fact that the Upgrading System has came out. =P

Here's the build: http://www.stoacademy.com/tools/skillplanner/?build=ragnarokdread_7303

Though I know if I get the Fleet version of the Chimera Heavy Destroyer, I'll be happy. Since it is better all around by 10% that is. >.>

I hope you have some suggestions to this ship build though I am definitely not into the Aux2Bat build since that is sooner or later going to get Nerfed big time by Geko, whenever that happens. :P
The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
Post edited by lighte007 on

Comments

  • angrytargangrytarg Member Posts: 11,001 Arc User
    edited November 2014
    The name doesn't sound good, but that's probably not why you were asking :D

    It's a default cannonscort so far. I suspect you are not running a lot of aux, so I would swap the A2Sif with ET 2. The rapid fire makes not much sense, but without beams and torpedoes you are out of options there. Maybe add another APBI (I think omega has a longer cooldown, so maybe you could cscle beta this way and add omega when it's available).
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited November 2014
    While some things are state of art, you will lose much dps due to the low uptime of attack patterns (apb3 instead of apo3 would give you much more), the missing EPtW, the lack of skillpoints in Electro plasma systems, impulse thrusters and flow capacitators. The weapon mods are also subsubstandard.

    The doffs for tactical team are unnecessary, you have it redundant. Get the 6. doffslot and slot 3 damage control engineers and implement EPtW in you build.
    As for skills, take 3 points out of hull plating, shield perfomanne, batteries, warp core efficiency and potential (all those not giving much to you) and inertial dampeners and slot them in electroplasma systems, flow caps (+8 power each system) and whats left in impulse thrusters. Personally I would also take all points from projectile specialisation and fill impule thrusters to max. and 3 points in aux perfomance (giving you +5 aux-power). If you then still got some points left, use 3-6 in power insulators.

    That way you would increase performance by at least 30% (conservative estimation).
    As for the weapon mods, some crtdx3 would rock far more then your current ones, but might be price. crtdx2 should be cheaper. With all those changes I would estimate an increase of performance by 50%, and thats a conservative estimation. Depending on your piloting skills, that can be more than doubling your perfomance.


    As for ground, I would take 6 out of armor and slot them in combat specialist and special forces, increasing your perfomance vastly on ground.
  • lighte007lighte007 Member Posts: 390 Arc User
    edited November 2014
    @woodwhity: The Ground portion of your advice is slightly silly since I don't like ground in the first place. That's why I want the old way of putting skill points aka putting all your eggs in one basket like it was so I can skip out on ground combat altogether because it's not that good in the first place. Star Trek Online is more about Space anyway. Even though all these freaking missions that are on ground is a pain. ";...;"

    @angrytarg: There's a certain theme that I am building with my ship names aka the End of the World theme with some other things.

    Random Question pointed at really no one.
    So just wondering besides that how much Hull Points/Shield Points would the Fleet Chimera Heavy Destroyer has? The maximum health I have in the Chimera is 62,242 health. >.> (This question is more placed toward to people who have that ship and could tell me. lol)

    @woodwhity: I only have access to 5 Doff Slots for Space and Ground just because my fleet is small and I am the mostly one active atm. The only way I can get 6 is have Operations in the Spire @ Tier 3. So that's going to take awhile for a small fleet /w one person active. >.<


    So I can't really change my doff slots since yeah... so those Damage Control Engineers are kinda out of the question since I only have 1 and that's about it and it would probably be expensive to get all that.

    Would the [Pen] modifier be good too? Just wondering since there's only 1 Ship weapon /w [CrtD]x3 on it and it's 20 million EC and I would have to upgrade it... to Mark 13.. >.<

    Though that's going to be a pain more or less, so it would probably be better to use the R&D system to make weapons.. lol
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited November 2014
    Well, balance is key because you *will* play Ground missions until you finish the story arcs :P After that, you could always respect to max ship skills. The suggestion is only to reduce the 'stress' of playing ground missions for now.

    Hull HP is dependent on Captain skills and consoles. 62K is respectable but probably could be tweaked. I wouldn't worry too much about this because you need to keep shields up - that's your greater concern. High hull HP will just lengthen the inevitable doom with no shields.

    Check Exchange for the Damage Control DOffs, I do not believe they are too expensive until you get to Very Rare range, which makes sense. See if you can get the relevant Commendation up to be able to buy a DCE DOff from Ferrara at the Academy. That's a long-term goal of course.

    I'm looking at [Pen] as well, but straight up buying a weapon from the Exchange will cost a hefty penny (as you have seen). It'll be better to work the R+D system your self. Again, long-term project.

    Isn't the Elte Fleet Resiliant Shield uber?
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited November 2014
    lighte007 wrote: »
    Random Question pointed at really no one.
    So just wondering besides that how much Hull Points/Shield Points would the Fleet Chimera Heavy Destroyer has? The maximum health I have in the Chimera is 62,242 health. >.> (This question is more placed toward to people who have that ship and could tell me. lol)

    @woodwhity: I only have access to 5 Doff Slots for Space and Ground just because my fleet is small and I am the mostly one active atm. The only way I can get 6 is have Operations in the Spire @ Tier 3. So that's going to take awhile for a small fleet /w one person active. >.<


    So I can't really change my doff slots since yeah... so those Damage Control Engineers are kinda out of the question since I only have 1 and that's about it and it would probably be expensive to get all that.

    Would the [Pen] modifier be good too? Just wondering since there's only 1 Ship weapon /w [CrtD]x3 on it and it's 20 million EC and I would have to upgrade it... to Mark 13.. >.<

    Though that's going to be a pain more or less, so it would probably be better to use the R&D system to make weapons.. lol

    I can answer this chunk, I think...

    First... at the very least you could pick up the Fleet version for the extra console slot (the Upgrades to T5-U11 for the Vet Ships are free, even in Fleet versions) . Doing that would allow you to add in the Hydrodynamics Compensator and swap in the Heavy Bio-Molecular Phaser Turret Mk XII, providing a bonus to your Phaser damage in addition to the benefits of the items themselves.

    Second, even if you're in a small Fleet, you can get Map Invites for anything other than Fleet Ships from Friends or via the Public Service channels. If that doesn't work you can always lob some EC's at someone in Zone or via one of the Trading channels, since being on another Fleet's Holding doesn't actually use that Fleet's Provisions regardless of what you're buying. That does, of course, mean that your Fleet will need to actually have Provisions, though.

    Third, as far as Damage Control Engineers, you can at least gain access to one via Engineering CXP and your Replicator; just make sure to do the EVA and any Engineering assignment that gives a buff on crit and you should get that unlocked. Otherwise... you have 2 Conn Officers but use 2 copies of Tac Team, and 3 Energy Weapons Officers w/Cannons but use 3 slotted copies of Cannon abilities... that's odd. I know it's an investment, but swapping out some doffs or boff abilities would probably be beneficial.

    For the rest, you mentioned the Upgrade System earlier... the proper use for it is in conjunction with Crafting to make the items you actually want using Common materials. You start by making Mk II items until you get Very Rare with the [Mods] you want, then you apply Upgrades... if you don't get the Quality bump or [Mod] from that bump that you want, you ditch the resulting Mk VI or VII and try again. It's much cheaper than making Mk XII and actually gives you a better chance of getting something useful... unlike the Crafting System itself. Sure, it's a bit of a workaround, but it does make a difference. You can also Upgrade Fleet Mk X gear at a lower cost than grinding out higher tier access, if you can't get an invite to buy Mk XII... which also gives you a couple rolls of the RNG for a Quality increase.

    Hopefully that helps. I stuck to the payload and personnel since changing Skills would require a Respec, but if you ever get a forced Respec you might want to rearrange a couple things a tad. Certain skills have a minimal effect considering the cost (*stares accusingly at the DRM skills*) and others provide useful benefits to the powers you are using and appear to be missing from your setup (*pretends not to be looking at Electro-Plasma Systems, and fails*). Others, you could simply get a bit more benefit from shifting a little less here, a little more there, etc... but that's all fine-tuning. Then again, apparently there's a Skill Revamp coming Soon™, so we'll all get to Respec once that comes around...
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited November 2014
    Damage control engineers are easy to come by via doffing. By leveling the engineerings doff departement (which has quite cxp-heavy missions) you can replicate a DCE for each level, but of course you should use the blue and the purple one (you get them at lv3 and 4). At the same time, you will unlock a free Doff for each level from lt.Ferra, where you can get DCEs.
    The ones from replicator cost 100k for blue, and 1mio for purple. So those are one of the easiest Doffs gainable.

    As someone else already mentioned, you can get the 6. slot by getting a mapinvite to another fleets spire. Just ask in NoP Public Service channel.


    As for ground: Thanks to DR its the easiest way now to gain dil, mats, salvage tach and all the other good stuff, so you might want to give it another try.
  • lighte007lighte007 Member Posts: 390 Arc User
    edited November 2014
    @cmdrscarlet: I enjoy the Covariant shield more, just because. Since no one told me when I bought it that Res was better so I got that one instead. I do like the Adapted Maco Shield.

    @breadandcircuses: At least I have a lot of respec tokens since I am a Lifetimer. Though respeccing is still a pain in an TRIBBLE. There's some strange modifiers, you get from the crafting system since it's 100% random as TRIBBLE. I can see why they revamped crafting system, so they can add more Randomness to the game like we don't have that in spades in STO. >.<

    @woodwhity: Yeah, it's easy if you doff though the doff system is a pain in the TRIBBLE since they are going to add another RANK of it aka Rank 5. Eh, no. Even though they gave people the sniper esque mode in the game aka the Shooter mode it feels better but I don't really like the Delta Rising Storyline AT ALL; with the Talaxians on the second mission. Though I did enjoy Mindscape but the Talaxians mission made me give up on the storyline Altogether. And I don't really care if the Ground is easier to get TRIBBLE... It's not for me. I play World of Tanks for ground combat... lol

    Though on the modifier on my shield is it good aka the ResB mod?
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited November 2014
    Another rank in the doffsystem just means another free doff in each department. Dont see any Problem in that.

    ResB is the best Mod for a shield, as it has resistencies against all major enemies which could hit hard.
  • angrytargangrytarg Member Posts: 11,001 Arc User
    edited November 2014
    lighte007 wrote: »
    (...)
    @angrytarg: There's a certain theme that I am building with my ship names aka the End of the World theme with some other things.(...)

    I figured that, but I (just personal taste, mind you) find that mixing two languages always sounds clumsy. You should try to keep it with either english or ancient norse in that case. "Ragnarok Dread" is not very elegant. But again, that's only my POV :)
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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