I have a hegh'ta heavy bird of prey i'm a level 55 Klingon faction alien (Female Klingon/Vulcan) I'm mostly a mission player, or occasional player vs enemy and I have hit a wall at "a gathering darkness"
I don't know if its just that my bird of prey has really only been built on dropped items and not optimized or I need a better ship.
I know this is a little bit skittlesy, but I jumped into playing missions and I really have only recently started to play attention to the other game mechanics. I'd like to find out the best configuration for this ship as i'm not a number cruncher dps junkie.
Right now I have the ancient antiproton Omni array on rear and a transphasic torpedo, I have 2 dual heavy vii disrupter cannons up front one vii dual heavy dis/plasma hybrid cannon and a dual polaron heavy cannon xi, two ablative hull x and a vii plasma distribution for my engineering consoles, and I got two different antiproton mag reg consols xi and xii, and a cannon tactical prefire chamber vii... I recently took off the other cannon and disrupter boosts because I have rapid fire and they were very low boosts and I had just got the Omni array and I've been trying to fight borg... I can't seem to get any antiproton drops and now i'm figuring I should spend so dilthium and do outfit this ship right.. I have some heave dis turrets in storage...
I also don't have boffs optimized either, right now I have level 1 and 2 cannon rapid fire, 2 tactical team 1, torpedo spread 2, attack pattern omega 3, engineering team 1, rev. shield polarity 1, science team 1 and tych. beam 1...
edited for spelling
0
Comments
[ Still Waiting for a Shiny New T6 Romulan Science Ship to Command ]
here is another useful link: Free gear and where to get it
free jkname
Get the Forums Enhancement Extension!
I think one aspect to look at is gear. You want Mark XII+ gear at Level 55. As others mentioned, episode replay can give you access to some good sets.
A Bird of Prey with Dual Heavy Cannons and a torpedo is not an unusal build.
Regarding your bridge officer powers:
Tactical Team is good. it helps you stay alive by transfering shields to where it really matters, much faster than you can do it with the "Distribute Shield Power" ability. But when TT is not active, try to remember distributing your shields. (It also has the benefit that shield healing applies seperately to each facing - but if a facing is actually maxed out, it will not gain shield healing.)
Reverse Shield Polarity can be a life safer, but you might get better results with Emergency Power to Shields. It doesn't heal up your shields from damage, but it makes you more resilient to damage while it lasts, and it lasts a lot longer than RSP. If you can augment it with Damage Control Duty officers, you can get a lot of almost continuous protection.
If you're having particular problems with the Borg, they have a few mean things working for them:
- Tachyon Beam has been buffed recently and will cost you a lot of shields when NPCs use them against you, especialyl when they are in groups.
- Shield Neutralizer is an ability used by Cubes that drains your shields completely, but the effect can be negated with hazard emitters.
- Hazard Emitters is also good for the ongoing plasma damage that the Borg weapons inflict.
Science Team is particularly good for dealing with certain science debuffs. I think against the Borg you might try Transfer Shield Strength instead, since it's a heal over time and might be able to somewhat compensate the tachyon beams.
Tachyon Beam used against the NPCs is still not that impressive, especially compared to the firepower you can get from cannons, so it's the first candidate for a replacement, I think.
Other changes might require shuffling around powers and bridge officers. Maybe you don't need two Cannon Rapid Fires for example and can sacrifice a tactical team so you can do well with a single tactical Bridge Officer?
If you find you often die with still a lot of shields left, engineering team and auxilliary to structural integrity field are also good hull heals.
Also, a general advice, which might be unneccessary, but anyway: Make sure you have maxed out your weapon power. That will give you more "bang for your buck", and will likely help you more than any other energy level. Dead NPCs don't deal damage!
Oh, and remember, you're in a Bird of Prey with Battle Cloak and Raider Flanking. That means:
1) Stay cloaked until you are in a decent position (behind the enemy) and range (particular cannons lose a lot of damage at range.) Activate as many attack buffs as you can before you uncloak and unleash hell.
2) When you feel things aren't going well, remember to cloak again and retreat. Don't wait too long, or you will just die from having no shields. Weapons still in their weapon cycle and torpedoes still en route when you cloak will hit you no matter how fast you retreat. Ideally you activate a heal over time before you cloak (since you can't while cloaked)
Its an advanced technique for player who like to pilot their ships intensely and not tugging along sluggishly, simply overpowering whatever comes across. BOPs are for players with a good deal of experience under their belly and it seems you are not just there yet. I am certain if you keep working on it you will overcome this, but not imedantely.
The simple answer:
Get a new ship. There are very cheap ones aviable at the exchange, and whilst clearly not top-of-the-line ships, some are really effective.
recomendations:
Mirror Vo'Quv (just load up engineering consoles with green MK XII neutronium armor)
Mirror Vor'cha
Mirror Qin
You want to stay with your BOP? You want to know how to deal with this the hard way? Fighting from a disadvantage? Okay, i try to keep it simple, but don't say i didn't warn you.
You still should get rid of that ship as soon as you can. It has 3 tac console slots and therefore simply lacks power. Try the exchange for Mirror Ki'tang Retrofit. It will be more expensive than the above certainly, but not ridicously more, the problem will rather be finding one. There are better options, especially with the T5U/T6 ships around but those solutions will take considerable efford (or an investment in cash). Basically its a bit old and its age shows but its still lethal with a tac console more (4 is the absolute minimum for a offensive build unless you have a really good reason to go for something else, optimally it should be 5). In our case that equals ~16% overall more damage output and a far superior bridge officer layout.
First of all a proper BOP is not that squishy. I still prefer heavier rides like klingon cruisers (not so tough but generally fast and very maneuverable and very well armed) or a Mogai (or a Morrigu for a more up to date version), which are not raiders (and won't get the bonus for attacking from the rear) but can take a bit more abuse. For me heavy is the way to go, but that is not wat BOPs are about.
There are two survivability rationales (and not neccesarily mutually exclusive). One is tanking (taking damage), the other one, the one essential for BOPs is EVASION. Evasion is achived by going for speed (normal speed, not full impulse). The faster you are the more enemy fire will miss you. That is the reason why, when people go for PVP, they prefer high ACC modifiers, because without those they wouldn't be able to hit fast ships.
So, regarding power levels you should prioritize weapon energy and engine for a BOP and if you have sufficient power levels you should fit a hyper (not combat for energy above 50) engine and one that has as much speed as you can get your hands on.
The weapon setup should include: a high damage, non destructible torpedo (example quantum), one dual beam bank (for beam overload to knock down the shields) and as much heavy dual cannons as you can fit. Rear weapon slots should be turrets. All of those weapons except the torpedo should be of the same type, because we use tactical consoles boosting weapon power for that energy type, as much as will fit (just search the exchange by selecting ship equipment, consoles, tactical and type in your weapon type, like "disruptor" for an example). You should fit the highes tier aviable to you, better raity is better but can get very expensive, for starters green XII consoles are fine (the difference will be 2-3%).
Bridge officer abilities should include: Torpedo high yield, Beam overload, cannon rapid fire, omega maneuvre, tac team, emergency power to weapons.
It works like this: you are cloaked and have selected a target. Activate beam overload ond torpedo high yield. Decloak. The BO will knock down the shields with the cannons keeping them down/finishing the job. Then you pop power to weapons and cannon rapid fire to drill through. By now the torpedo should have closed to hit the hull and caused major structural damage to the target. If it survived get out there as fast as you can and repeat till it dies.
This are the basics. It keeps you busy the entire time, you won't simply sit there and happily blast away. Its a matter of preference and it causes more strain, but also more skill in the end. It sounds pretty easy but it isn't. You need good timing and good understanding of mechanics because there are a thousand ways to kill you still (like a tractor beam, disable engines, power drain and so on) and another thousand possiblities to counter those.
Its a fine art really. Can be a lot of fun but the learning curve is steep. Get a cheap cruiser from the exchange. Come back to this if you deem yourself ready for a try.
Rerun the Jem Hadar missions at least for the Jemmy deflector and shield and get some polaron weapons (preferably with ACC) the two set bonus boosts polaron damage even further, its close to adding another polaron tac console.
Later you can go for Dyson protonic polaron weapons from the rep system, get a Proton Particle Stabilizer (another 13% damge for protonic polaron, Jemmy and Protonic arsenals stack, giving you basically another tac console), get the Experimental Proton Weapon (which is basically a cannon able to fire beam overloads, thus replacing your dual beam bank by a cannon/beam hybrid for beam overload AND rapid fire), replace the torpedo high yield bridge officer abiliy with torpedo spread and getting the Gravimetric Photon Torpedo Launcher (because overload will fire destructible torps and we do not wan that, but we do want the occasional gravimetric shear). And then upgrade to something with 5 tac consoles and maybe 5 forward weapon slots (so that be 5 weapons one a beam/cannon hybrid, 5 tac consoles + jemmy polaron bonus +protoic arsenal bonus = really lots of pain).
And maybe you might be interested in a Photonic Displacer (around a million EC on the exchange for KDF).
You see where this leads to: growing teeth.
Good luck.
"I'll recall the Fleet."
"No, if we send in the fleet, there won't be an attack, we just loose our informants. This needs something... someone special. Someone we can use without raising suspicion."
"I'll get onto it. We can have the most decorated officers in known space."
"Listen and listen well, my friend: we don't need decorated, we don't need senior, well educated or well connected. This is a war. What we need are results - now, tell me... which serving officer has had the most kills?"
"Hmm... i'll just..."
CLAY JEFFERSON H. CAPTAIN DREADNOUGHT CNV 301
KILL TOTAL 151 CONFIRMED
"Jefferson Clay, eh? Send him on a patrol mission to the tolyman jump point at Alpha Centauri."
"Can we trust him? He has a reputation being a dangerous man."
"Good. We NEED a dangerous man."