Vo'Quv Power Setup
I have been flying TAC since day one and now I have leveled a science to BG. I am a bit unsure of the build and would like some advice please.
I am running a disruptor beam boat using the Aegis set and would like to know what power settings are best. I know Aux is the most important but not sure how much.
I'm not sure if there's a good answer for this; however, I'll offer my power set up.
I run a max weapons default and I use my skills and eng slots to boost all my lower power levels.
That is my power level with my efficiency kicked in.
I use batteries and EPta1 and any other power booster I can find.
Klingons need to have access to more than one efficient BO. :rolleyes:
Sorry for the Long winded Reply.
Hmm.. Power settings and the Vor'quv are a tricky thing..
If you want to be a Tank.. you can be that way..
If you want to be a Support ship.. you can do that..
If you want to be a damage dealer, you can do that too..
Yes, Aux is the MOST important skill to the Carrier. Most of the time.
If you decide to not make your pets as important as the rest of your skills you can give yourself some leway in Power settings..
With that being said, I typically use the following settings when flying my Carrier because of the powers I use.. And the powers I almost always use on the Carrier, and I recommend are:
Emergency power to shields 3: If you are speced in this, you can get anywhere from a 37-40 Shield power on it's own. Which is huge for recovery and tank ability.. Which the Vor'quv NEEDS.
Transfer shield Strength 2 or 3: Typically you'll have a high aux power. This power at the Aux settings I run (See below) usually provides the best benifit from Transfer shields.
Hazard Emitters 2 or 3: This power, from the higher aux settings, allows for greater healing AND resistances. You'll be able to recover faster during those peroids where your taking damage that would kill most other ships with your hull rating.
And the power settings I use are:
The reason I don't put the numbers before the slash is because that number might be different for you compared to me. Either from Race selection, Trait selection, or what ever. That is typically what I go with because of the powers I mentioned. The +37 Shield bonus from Emergency power to shields means for 30 seconds at a time I have at least 100+ Shield power. Leaving my Consoles open for resistances instead of Energy setting boosts. Not that that is a perfect, or even best way to go about it. It's been the way I've felt most comfortable.
Now I've tried going the opposite way, With Shield power at /100 and Aux at /50 With Emergency power to Aux 3.. And honestly it didn't work out quite the same way. Sure my shields could last a while, but my Aux sufferend and made the powers I was using at the time less effective. Which, in the end, effected my survivability. And now that they've added Aux to the Hangers, it would definitely not be a useful way to play in my play style.
Now the reasons for my Weapons being so low and my Engines being so low are, I'm not going to be doing as much damage as my Pets, or my Bridge officer powers may be dealing. So, having a weapon power that is "enough" for targeted subsystem attacks works fine since I'm using a mostly beam set up. At least 1 beam in the front or back. How ever, for a Turret Boat Carrier with Say Scatter Volley 2, you'll want a higher weapon setting for obvious reasons. And if I were to be using that kind of a Boat, I'd probobly go with the following instead.
I'd also use Weapon Consoles to help improve my Weapon power settings. And maybe even Emergency power to Weapons or at least Weapon Batteries to help keep the weapon power churning.
So, anyway, at the end of the day, it really depends on what your trying to do with the Vor'quv. If you want Damage, go with a higher weapon power. If you want Survivability, go with either high shields or High aux and a good set of BOs to keep the other power in line with what your trying to do. Either way, find something that works for you, beyond what we suggest, using tribble to help tweek those Ideas, and have fun with it. :)
PVP because you are big and cannot cloak so feds will target you so go all out defence.
Don't put too much into weapons (%15), aux (%33), shields (%33) and the rest in engines.
Keep your engines at 75 percent power and fly around in circles while your pets do the damage while you SS, GW, Tractor and heal the other KDF.
The Feds will Sci spam you with there 10 cruisers that dont' do damage, you won't even notice.
I usually run aux at full strength, since I have some good healing coming off of auxiliary power. I then set shields to 2nd highest so that when I hit EP2S3 I can have shields sitting at or over 100 for a good time.....The tanking is good to a degree...unless you have 3 people on you......which nobody really does good after that...but.......it's just that. Unless you can get someone on the team to do crowd control...it's usually a free for all.
Thank you all!
I have been going with as much aux as possible to use with Staalker's Build. The hardest part of this ship is turning. I got spoiled in a Heghta.
I'll post my numbers up soon but I put most into Aux and then Weapons and Shields equally. I have quite a defensive build and I run EptS 1 and 2 and alternate every 30s and have 2 copies of TSS and HE and A2SIF2. With high Aux, my heals are pretty good and I can tank pretty well.
FULL AUX FTW. run my aux at 119 with weps and engines as low as they will go, with shields resting around 70, then like Kilo said, chaining EPtS3+2 to keep them above 100+ at all times with resistances. I use TSS2+3, HE 2+3, and generally FBP for extra scary defense ;). Running at full AUX + Sensor Scan 3, a good DPS escort can expect to find him self at around 20% or lower hull as the penalty for trying to alpha me while FBP is active. I like the full aux to make my heals extra effective, healing both my team, and if nothing else my pets.
IMO, the pets is where your most of your DPS potential is, not your ship. And with Pets launch times tied to AUX, Full aux is the way to go I think.
If you'd like some general power info, or want to play around with the numbers before you actually do the work in game, check out the Ship's Power Calculator, linked in my signature.
Quoted for truth. If you've got questions, he's got answers.
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