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Long range science vessel T5U vs Hur'q

jaephjaeph Member Posts: 79 Arc User
I'm a returning player, still haven't finished the Gamma quadrant episodes (very casual play). I'm only equipping my character with stuff I have, not with stuff from my other characters.

I had trouble with the hur'q with my bug ship until I figured them out, then it was mostly smooth sailing. I finally decided to pick a science ship with my free lvl61 ship token, and I really am having a hard time. I re-ran a mission to get a bunch of beam arrays, but I'm still dying bad.

Aside from "git gudder" - which is likely an issue, I agree - what's a good way for a newly created Jem'Hadar, without dilithium or c-store, to load-out a long range sci vessel to deal with the hur'q?

-Jeff

Comments

  • themadrigogsthemadrigogs Member Posts: 207 Arc User
    edited June 2018
    Gravity well is a must, and couple that with torpedoes or mines? The Breen Transphasic Cluster Torpedo is a mission reward (Out in the Cold) that can do a ton of damage. You could dump all energy weapons (except for a turret if you want simple auto-fire to work right), to focus on aux-based exotic damage and keep your shields up, or maybe high speed for better mine placement, depending on how you like to fly.
  • iamynaughtiamynaught Member Posts: 1,285 Arc User
    If I remember right, that ship you get a token for a lvl 61 is NOT a T5-U, but It can be upgraded to that. At one point before the release of the Expansion, it was said we would also get a free token to upgrade the ship to T5-U as well, but that was removed at some point before the Expansion went live.

    So you are actually now flying a ship that is worse off than your bug ship, which IS T5-U. Add in it's a Science ship with fewer weapons and hull and I can understand you having more difficulty.

    I've also noticed that the enemy scaling at 60+ seems off. I've been leveling up my Delta Recruits before getting into playing my Jem'Hadar and missions I ran before the expansion that were a piece of cake, are now seriously kicking my rear. An enemy that used to be a challenge is now wiping me out, over and over. Their first shot in a volley is taking down my shield facing and hitting for 2k+ damage on top of that, and there's still 3 more shots incoming. It didn't appear to be a Beam Overload as I saw no mention in the combat log. So if there really is a scaling issue, that may be adding to the problem as well.
    Hello. My name is iamynaught and I am an altaholic.

    Losing faith in humanity, one person at a time.
  • jaephjaeph Member Posts: 79 Arc User
    I bought 4 upgrade tokens, used one on the ship to make it t-5u. I had a few old upgradeable ships on my lvl 50 captains, so I want to upgrade them when I know more.

    -Jeff

  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited June 2018
    Hur'q are super easy for a standard science exotic build. Just slap down a murder ball and let it eat them.

    Murder Ball Recipe:

    1 Gravity Well 3
    1 Subspace Vortex 3
    1 Destabilizing Resonance Beam 1
    1 Particle Manipulator Trait
    250 or more Exotic Particle Generators*
    400 CtrlX**
    A pinch of Plasma Emission Torpedo Spread
    and as many + to exotic damage bonuses as your budget will allow.

    One Serving is enough for an excessive number of hur'q within a 24 kilometer diameter space.

    *250 is where the bonus to crit hit chance from particle generators caps out. You will continue to get bonus damage from exceeding 250 so its still good to have more, just bare in mind your not getting as much benefit as you were for the first 250 points in this.

    ** CtrlX continues to increase the radius of your gravity well up to 400, but after that all it dose is increase pull strength. The amount of strength it adds is pretty much unnoticeable so there is zero reason to exceed 400. That said, a maximum-sized well, otherwise known as a mega well, is never a bad thing, as it will help you capture more targets, and keep them toward the center, where they take the most damage, longer. With high end gear you can easily obtain a megawell and still have 350+ in EPGs and numerous exotic damage boosts.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Subspace Vortex is a lockbox bridge officer skill you can find on the Exchange.
    Plasma-Emission Torpedo Launcher can be crafted or bought on the Exchange.

    I think it's not that expensive, but I don't know about your EC budget.


    Destabilizing Resonance Beam is a mission reward in the Iconian Arc (Blood of the Ancients is the mission, I think).
    I would also recommend the Quantum Phase Torpedo and the two-piece Quantum Phase Applications Set (you probably want the console as second piece).

    However, I believe all the missions rewards will be unavailable until after you completed the starting arc for the Jem'Hadar, so unfortunately it won't help your right now..


    This early in the character process you probably also lack some good starship mastery traits to reduce cooldowns. So you probably need to double up on some critical powers.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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  • jaephjaeph Member Posts: 79 Arc User
    Thanks all.

    I moved my omni to the front and my torp to the back, and that absolutely helped. I also kept a closer eye on some of my deaths and realized that it's the little critters explosions that are getting me. In my bug boat I boom and zoom, but science ship is much more gimicky than that.
  • phoenixc#0738 phoenixc Member Posts: 5,893 Arc User
    A trick I use with my KDF cruiser to shake the varmints off is eject warp plasma, they hit that and stick like glue. It should work for your science ship I think if you can spare the engineering skill slot for it.
  • chiperionchiperion Member Posts: 6 Arc User
    @jaeph: What you want to do is to achieve maximum time on target with as many weapons and abilities as possible. An omni can hit in a 360 degree angle both from your fore and your aft - maybe get a cheapo beam array instead of that torp and keep the omni where it's supposed to be, which is aft. Depending on how you play, you might like to use beam arrays or cannons and turrets all the way; your freebie bug ship has plenty of Tac seating, but its basic gear layout is pretty bad. (You can finish the new missions with it, I know I did, even with my shaky hands, but YMMV)

    Just use one major weapon type, do a quick-and-dirty Dragon build (so you don't need any Duty Officers), start cycling your essential bridge officer abilities properly and you should be good to go. Minimal investment, max results, you'll only need to actually aim the ship at the HP sponges the game throws at you.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    A trick I use with my KDF cruiser to shake the varmints off is eject warp plasma, they hit that and stick like glue. It should work for your science ship I think if you can spare the engineering skill slot for it.

    I am not sure the Intrepid has the engineering slots to afford that. But he could perhaps use Tractor Beam Repulsors to keep them away.

    I always wanted to try a Charged PArticle Burst / Photonic Shockwave build again, they migh also work against the swarmers. (Back in the old days when I still PvPed, a combination of Charged Particle Burst, Photonic Shockwave, Tachyon Beam and Tri-Cobalt Torpedoes was really terrifyingly effective in PvP. But it was never really good in PvE. But these powers have seen a few buffs since then.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    I use a combination of EPG and Drain abilities on my Romulan Engineer.

    Photonic Shockwave after a doffed TBR and Gravimetric torp spread (Takes care of most swarms)..

    My best ship for swarms is the T6 Multimission Warbird with the Radiation Bombardment Matrix, Isometric Dispersal Array and Omni directional Tachyon Wave Siphon + Heavy Tachyon Mine..Pretty much takes out tons of Mobs with little effort.

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    Rouge Sto Wiki Editor.


  • vetteguy904vetteguy904 Member Posts: 3,943 Arc User
    with limited resources.. a tricobalt aft? if you can stay ahead enough a tric aoe might get the ones behind you
    sig.jpg
  • gothicknight3gothicknight3 Member Posts: 4 Arc User
    edited June 2018
    I've been having some trouble in my dyson science destroyer.. or at least, I'm not doing as well as I'd like.

    My weapon set up is a (on front) a rapid reload transphasic torpedo MK XI, 2x advanced fleet plasma dual beam bank, and the solonae dual heavy proton cannons (usually not active). On the rear I have a Breen transphasic cluster torpedo and 2x advanced fleet plasma turret mkxii. I feel like I should be wrecking face with those weapons, but ti still takes me a while to kill things.

    My science Boffs have: Hazard Emitters I, science team II, Gravity Well I, Tractor Beam repulsers III and the second Boff has Tractor beam I and Hazard Emitters II

    I'm most disappointed with how Gravity well performs.. the Hur'Q are usually moving fast enough that they can just run out of the gravity well before it fully forms so I only hit the Hur'Q I was actually aiming at and maybe one or two others, but even then it seems to do practically no damage and doesn't really control them well either. My tractor Beam and repulsers both seem to be very useful however.

    P.S.: Also, what are standard energy levels? I usually run with weapons maxed, which means my Aux is rather lower than I'd like, but since I feel like my abilities don;t perform well anyway, I'm afraid I'll complete lack punch without high weapons power.
  • protoneousprotoneous Member Posts: 3,175 Arc User
    I've been having some trouble in my dyson science destroyer.. or at least, I'm not doing as well as I'd like.

    My weapon set up is a (on front) a rapid reload transphasic torpedo MK XI, 2x advanced fleet plasma dual beam bank, and the solonae dual heavy proton cannons (usually not active). On the rear I have a Breen transphasic cluster torpedo and 2x advanced fleet plasma turret mkxii. I feel like I should be wrecking face with those weapons, but ti still takes me a while to kill things.

    My science Boffs have: Hazard Emitters I, science team II, Gravity Well I, Tractor Beam repulsers III and the second Boff has Tractor beam I and Hazard Emitters II

    I'm most disappointed with how Gravity well performs.. the Hur'Q are usually moving fast enough that they can just run out of the gravity well before it fully forms so I only hit the Hur'Q I was actually aiming at and maybe one or two others, but even then it seems to do practically no damage and doesn't really control them well either. My tractor Beam and repulsers both seem to be very useful however.

    P.S.: Also, what are standard energy levels? I usually run with weapons maxed, which means my Aux is rather lower than I'd like, but since I feel like my abilities don;t perform well anyway, I'm afraid I'll complete lack punch without high weapons power.
    Try switching Gravity Well to rank 3 and TBR to rank 1. Am not sure of how useful a tractor beam is tbh. Tyken's rift can also work nicely against enemy NPC's.

    If your science abilities are lackluster it could be in part due to your aux power levels. Many of the hybrid builds my aux level is 70+ resting even in an Arbiter Cruiser, science builds 90+ but can spike to well over 100 with an aux batt. . I assume you're at 100 controlX, 100 drainX, and 100 Pgen as part of your spec (skill tree).

    With the right combination of things the radius and pull of your gravity well should snare quite a few Hurq. Now lob a torpedo spread in the middle of it for more fun.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited June 2018
    I'm most disappointed with how Gravity well performs..

    You sir, need more CtrlX in your life. Maybe the psychological warfare space trait as well, that will increase gravity well's pull strength. But mainly you want some more CtrlX.

    Don't be afraid to sacrifice a little EPG for CtrlX. After the initial 250 EPG you need to get 50% CritH out of the Particle manipulator trait each additional point is only going to add about 0.3% to your overall damage on a high end build. You dont have to go all the way to 400 CtrlX and obtain MegaWell(24km) status if you don't want to, but it really dose work like a charm for hurk and other fast moving enemies.
  • casualstocasualsto Member Posts: 672 Arc User
    Any suggestions to hit 250 epg and 400 crtlX on a sci ship?

    As speaking in gear exclusively.
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited June 2018
    casualsto wrote: »
    Any suggestions to hit 250 epg and 400 crtlX on a sci ship?

    As speaking in gear exclusively.

    Exotic Particle Generator Skill =100
    Control Expertise Skill =100
    5 Particle Focuser/Restorers.=187.5 Control X 125 EPG Mk 14 Epic
    Secondary Deflector = Up to 40 [CtrlX] Re-engineered at mk 14 Epic.

    =327.5 Control X/225 EPG



    Jem Hadar Deflector (63.8 mk 15) or Romulan Deflector (+70 mk 15)
    Bajor Deflecor (Re-Engineered) +85 Control X at EPIC Mk 15

    = 391.3 to 410.5 CntrlX depending on Deflector and Mk.


    The rest can be made up of Universals or Deflectors/Engines.

    Optional
    Delta Alliance Hyper-Efficient Impulse Engines (+37.5 Mk 13 Ur)
    Console - Engineering - Conductive RCS Accelerator =37.5 Control At mk 14 Epic.
    Console - Universal - Hostile Acquisition (+30) -Exchange-
    Console - Universal - Assimilated Module (up to +28.6)
    Console - Universal - Chroniton Drive Actuator (up to +18.8)

    Other consoles found on this page. https://sto.gamepedia.com/Skill:_Control_Expertise
    Post edited by odinforever20000 on

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    Rouge Sto Wiki Editor.


  • theraven2378theraven2378 Member Posts: 6,016 Arc User
    I usually go two torps and an omni on my Vesta, anything on my tail gets a spread to the face
    NMXb2ph.png
      "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
      -Lord Commander Solar Macharius
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