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Jem'Hadar Vanguard Warship

daimon97daimon97 Member Posts: 368 Arc User
So after flying Promo T'liss for years, wanted to change things a bit and got myself a JH Vanguard Warship. So far I am loving it. The MW station is really interesting. The only thing I am trying to figure out is the boff layout. Currently I am running 4 DHC (3 Spiral Wave, 1 Terran rep) and darkmatter torp. The aft is 1 spiral turret, 1 undine rep turret(also got the console for 2 piece) and 1 regular epic omni beam(for mixed armaments) What boff layout shud I go with? I currently got a drake build and seems to work well. Thanks in advance!
Post edited by baddmoonrizin on

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  • daimon97daimon97 Member Posts: 368 Arc User
    edited March 2022
    Well thanks to my drake build I dont suffer and problems with cooldowns. My setup was similar to that EXCEPT WITH FEW CHANGES:
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1
  • tempur76tempur76 Member Posts: 8 Arc User
    A Drake build only handles cooldowns on emergency power to X abilities. What are you doing for the rest of your BOFF skills?
  • daimon97daimon97 Member Posts: 368 Arc User
    tempur76 wrote: »
    A Drake build only handles cooldowns on emergency power to X abilities. What are you doing for the rest of your BOFF skills?

    Well I got doffs that reduce cooldowns for tactical and engineer boff abilities
  • edited March 2022
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  • protoneousprotoneous Member Posts: 3,156 Arc User
    edited March 2022
    daimon97 wrote: »
    So after flying Promo T'liss for years, wanted to change things a bit and got myself a JH Vanguard Warship. So far I am loving it. The MW station is really interesting. The only thing I am trying to figure out is the boff layout. Currently I am running 4 DHC (3 Spiral Wave, 1 Terran rep) and darkmatter torp. The aft is 1 spiral turret, 1 undine rep turret(also got the console for 2 piece) and 1 regular epic omni beam(for mixed armaments) What boff layout shud I go with? I currently got a drake build and seems to work well. Thanks in advance!

    It's a very nice ship.

    What I use on mine is all cannon front and turret rear and with 2 copies of A2B for cool downs. A single omni in the rear (just like you're using) triggers Mixed Armaments Synergy all the time.

    On disruptor builds am using the House Martok Omni-Directional Disruptor Beam Array, Counter-Command Ordnance Heavy Disruptor turret, and a crafted disruptor turret in the rear. I use the matching consoles for these for the 2 piece set bonuses.

    Terran Task Force Dual Heavy Disruptor Cannons and Disruptor Quad Cannons can be solid choices for the front.

    wDDdnR3.jpg
    daimon97 wrote: »
    Well thanks to my drake build I dont suffer and problems with cooldowns. My setup was similar to that EXCEPT WITH FEW CHANGES:
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1

    I could be missing something but you may have missed some cool downs with the Drake build. From my old fashioned perspective if using 2-3 Damage Control Engineers for emergency power cool downs that still leaves quite a few things without any cool down reduction. I used to do the same thing but unfortunately it results in significant loss in uptime for your tactical abilities and buffs with a commensurate decrease in damage.

    Perhaps try to double up your tactical abilities (tactical team, attack pattern beta, and cannon firing skill) for the interim? Aux to the Structural Integrity Field has a shorter cool down than Reverse Shield Polarity and can work nicely. Something like this -

    1qDt6jS.jpg

    It's possible to get free purple Technician doffs from spending some time farming the B'Tran Cluster or they can be purchased off the exchange. I think you'll be amazed at the end result using 3 Technicians and two copies of Aux2Batt.

    Edit: You should be able to purchase Narrow Sensor Bands III (versus using rank 2) from the exchange or make it yourself if you have the Miracle Worker rep filled out.

    Also no real need for Beam Overload. Just let the rear Omni do it thing for MAS.
  • nixie50nixie50 Member Posts: 1,343 Arc User
    westmetals wrote: »
    daimon97 wrote: »
    Well thanks to my drake build I dont suffer and problems with cooldowns. My setup was similar to that EXCEPT WITH FEW CHANGES:
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1

    Um... two copies of Tac Team why? and Beam Overload when you only have one beam omni "for mixed armaments"? (Which by the way you don't even need because the torpedo will also trigger Mixed Armaments and the bonus is not stackable)

    Why ask for advice and then go "well this is what I'm doing and it's good enough?"

    that was the question i was going to ask.. I thought the torp would do it.
    u7acy6aymfw7.gif
    We Need BERETS in the tailor
  • edited March 2022
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  • protoneousprotoneous Member Posts: 3,156 Arc User
    nixie50 wrote: »
    westmetals wrote: »
    daimon97 wrote: »
    Well thanks to my drake build I dont suffer and problems with cooldowns. My setup was similar to that EXCEPT WITH FEW CHANGES:
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1

    Um... two copies of Tac Team why? and Beam Overload when you only have one beam omni "for mixed armaments"? (Which by the way you don't even need because the torpedo will also trigger Mixed Armaments and the bonus is not stackable)

    Why ask for advice and then go "well this is what I'm doing and it's good enough?"

    that was the question i was going to ask.. I thought the torp would do it.

    Using a torpedo for MAS requires some timing. An Omni (for a cannon build) or a turret (for a beam build) works very nicely and since it's triggering MAS all the time allows focus on the primary damage dealing weaponry.
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  • protoneousprotoneous Member Posts: 3,156 Arc User
    edited March 2022
    daimon97 wrote: »
    tempur76 wrote: »
    A Drake build only handles cooldowns on emergency power to X abilities. What are you doing for the rest of your BOFF skills?
    Well I got doffs that reduce cooldowns for tactical and engineer boff abilities
    Even if using an Energy Weapons Officer (cannon special firing mode variant) in combination with 2-3 Damage Control Engineers and a Projectile Weapons Officer this still leaves a number of things without any cool down reduction...
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1
    ...including BO (not really needed), APB, NSB, MAS, KLW, ET, RSP and HE according to the boff abilities used here.

    This is a reason why 2x A2B with 3x Technicians is often used. There's only so much room for active duty doffs (I didn't include an Emergency Conn Officer), and the cool downs achieved using A2B seems much more reliable in my experience.

    If it seems like too many buttons to push, use a basic tactical rotation keybind to execute things sequentially by tapping a single key. This more than most things really helped me increase my focus on the game rather than on what buttons to push.

    This is how I'm do things. So far it's working well beyond any expectations I ever had: Instructional Video

    Put in row 10: EPtW -> EPtE -> CSV -> APB1 -> KLW1 -> TT1 -> A2B -> A2B. Then hide it and keep everything else in your tray as it was before. Tap that single key that you chose and watch how nicely things happen when everything is at close to global cool down almost all the time.

    NmHw3yl.jpg
  • daimon97daimon97 Member Posts: 368 Arc User
    westmetals wrote: »
    daimon97 wrote: »
    Well thanks to my drake build I dont suffer and problems with cooldowns. My setup was similar to that EXCEPT WITH FEW CHANGES:
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1

    Um... two copies of Tac Team why? and Beam Overload when you only have one beam omni "for mixed armaments"? (Which by the way you don't even need because the torpedo will also trigger Mixed Armaments and the bonus is not stackable)

    Why ask for advice and then go "well this is what I'm doing and it's good enough?"

    I am not saying it is good enough... I am asking for advice that is all...
  • daimon97daimon97 Member Posts: 368 Arc User
    westmetals wrote: »
    nixie50 wrote: »
    westmetals wrote: »
    daimon97 wrote: »
    Well thanks to my drake build I dont suffer and problems with cooldowns. My setup was similar to that EXCEPT WITH FEW CHANGES:
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1

    Um... two copies of Tac Team why? and Beam Overload when you only have one beam omni "for mixed armaments"? (Which by the way you don't even need because the torpedo will also trigger Mixed Armaments and the bonus is not stackable)

    Why ask for advice and then go "well this is what I'm doing and it's good enough?"

    that was the question i was going to ask.. I thought the torp would do it.

    It does. The description of Mixed Armaments itself (it adds damage to the other three of beam/cannon/torpedo/mine weapons)... some people think that if they go to three types of weapons, that they can double up the bonus, but it does not stack like that. Having two weapon types is enough as each will apply the bonus to the other.

    Essentially - in order to use MAS, this build, being a cannon build, needs either the torp or the omni, but not both. (For various reasons, I personally would probably go omni.)

    So far I was using dark matter torp and lorca console for 2 piece but I can always change that, thank you for the insight
  • daimon97daimon97 Member Posts: 368 Arc User
    protoneous wrote: »
    daimon97 wrote: »
    tempur76 wrote: »
    A Drake build only handles cooldowns on emergency power to X abilities. What are you doing for the rest of your BOFF skills?
    Well I got doffs that reduce cooldowns for tactical and engineer boff abilities
    Even if using an Energy Weapons Officer (cannon special firing mode variant) in combination with 2-3 Damage Control Engineers and a Projectile Weapons Officer this still leaves a number of things without any cool down reduction...
    Cmdr Tac : BO1, Attack Pattern Beta 1, Torpedo Spread 3, Cannon Scatter Volley 3
    LtC Tac/MW : Tactical Team 1, Narrow Sensor Bands 1, Mixed Armaments Synergy 2
    LtC Eng: Eng Team 1, Reverse Shield Polarity, Emergency Power to Weapons 3
    Ens Sci: Hazard Emitters
    Lt Uni: Tactical Team 1, Kemocite Laced 1
    ...including BO (not really needed), APB, NSB, MAS, KLW, ET, RSP and HE according to the boff abilities used here.

    This is a reason why 2x A2B with 3x Technicians is often used. There's only so much room for active duty doffs (I didn't include an Emergency Conn Officer), and the cool downs achieved using A2B seems much more reliable in my experience.

    If it seems like too many buttons to push, use a basic tactical rotation keybind to execute things sequentially by tapping a single key. This more than most things really helped me increase my focus on the game rather than on what buttons to push.

    This is how I'm do things. So far it's working well beyond any expectations I ever had: Instructional Video

    Put in row 10: EPtW -> EPtE -> CSV -> APB1 -> KLW1 -> TT1 -> A2B -> A2B. Then hide it and keep everything else in your tray as it was before. Tap that single key that you chose and watch how nicely things happen when everything is at close to global cool down almost all the time.

    NmHw3yl.jpg
    Thanks a lot Ill combine this with my keybinds and report back!
  • daimon97daimon97 Member Posts: 368 Arc User
    I have another question, shud I ditch the torp for Lorca DBB for BO3 instead of Torp Spread 3?
  • edited March 2022
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  • daimon97daimon97 Member Posts: 368 Arc User
    edited March 2022
    westmetals wrote: »
    daimon97 wrote: »
    I have another question, shud I ditch the torp for Lorca DBB for BO3 instead of Torp Spread 3?

    Honestly, that particular 2pc set bonus is probably not doing very much for your build. It's a stacking bonus of +1% critical severity for 20 seconds, with a stack gained each time you crit.

    Without any visible form of weapon cycle haste other than the EPtW (and therefore probably Emergency Weapon Cycle trait).... unless your crit hit chance is sky-high, you're likely not critting often enough to even max out the stacking. And even if you do, it's equivalent to a little more than one CrtD weapon mod.

    The console itself is good, but unless you really want to use the torpedo... I would just use the console and not worry about it being part of a set.

    Above, in my comments about picking omni over torpedo, my thinking was, given that you need one non-cannon weapon for MAS, the omni is probably preferable to the torpedo because it, unlike the torpedo, would benefit from +Phaser Damage, and also because it has the 360 field of fire. You could also choose an omni that is part of a set... (I personally would go for the 2pc Gamma rep set with the console, which by the way gets you +30% Phaser Damage from the combination of the console and the 2pc set bonus)

    As an aside... I am not sure if your consoles and/or set bonuses affect the wingmen (does anyone have knowledge on that?), but if they do, the Gamma console and set bonus also have +Polaron Damage which could affect the wingmen's weapons.

    Alright thx for the info. Since I am using disruptor, I will use the 360 Omni dis beam I crafted my Crit Severity is around 216 and Crit Chance is around 54 ish with (just to be sure, will doublecheck and report back on the values)
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  • protoneousprotoneous Member Posts: 3,156 Arc User
    daimon97 wrote: »
    I have another question, shud I ditch the torp for Lorca DBB for BO3 instead of Torp Spread 3?

    See what works best for you.

    Some players really like a torpedo.

    I have the Lorca DBB on some ships and as it fires away it does stack CrtD and +25% CrtD at full stacks ain't bad.

    For me on a cannon ship though I tend to keep things all cannon front and turret rear, aside from the rear omni to trigger MAS, and carry CRF2 along with CSV3.

    It's all those cannons doing the most damage by far and there doesn't seem to be any need or even time for a torpedo finisher as everything is already dead after a couple of volleys.

    Having both CRF and CSV allows me to control how much threat I'm generating and seems to come in handy versus having CSV only on groups of enemies when one is using Feedback Pulse or any other situation where a single target is preferable.
  • edited March 2022
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  • daimon97daimon97 Member Posts: 368 Arc User
    edited March 2022
    b0qv2f7r06fc.png
    Here is the current build btw along with stats
    I am currently trying to get the right doffs for aux2batt will switch it soon. Btw thank you all so much for your help and feedback
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