How to improve my Hegj'Ta
Recently I manage to get my Klingon science captain to Lt. Gen. and have since been working on my BoP. The goal was to have a "sciency" bird of prey, and now I am not certain of the best way to achieve that goal. My current set up works great for STFs, and not so well in PVP so I am certain that there is much room for improvement. So here goes!
Ship Gear: 3 parts Borg and Honor Guard Shields
Eng Consoles: armor, armor and more armor....
Sci Consoles: Field Generator, Borg, and no clue....
Tac Consoles: 3x Disruptor Induction Coils
Weapons: 4x Disruptor DHC mk XI purple quality
2x Distuptor Turrets
CMDR Sci: TSS1, Haz Em 2, TBR 2, GW 3
LTC Eng: EPtS 1, EPtS 2, AUX2SIF 2
LT Tac: Tac Team 1, CRF 1
LT Tac: Tac Team 1, CRF 1
I am hoping you all can help me with making a sciency bird that does not lose too much on anything else. Any thoughts or suggestions are all much appreciated.
You may want to post your power levels as well as these have a big effect on the effectivness of your science powers.
For your spare science console since you use GWIII have you tried a graviton generator?
I have a sci build in a Hegh'ta BOP as well. I have it laid out rather differently after MANY iterations of trial and error.
For science, just to start, I have 3 mk XI rare or very rare particle generators. I also have particle generator maxed in my skill points. Then I tried to stick with the skills that used particle generator more than graviton generator. Further, I ride with my AUX skill set high, and I try to trip "emergency power to aux" before setting off one of my sci skills.
You have to really think it out to maximize your sci skills.
I think I've got a pretty darned well thought out build. At first I was super squishy and couldn't even tank a borg sphere on normal. Now I can tank 2 of them. My DPS isn't the best because I have sacrificed TAC skills for SCI skills, but I live much longer and can keep whittling away at them. Because I have less TAC skills I have removed torpedoes from my build. It is all cannons/turrets. This lets me use cannon skills exclusively, without needing to waste a slot on high yield or torp spread.
This is for PvE. I understand that PvP benefits from different skills than mine, and your consoles/skill points may be better suited elsewhere. I just think PvP is really weak/lame in this game and don't like it at all. I do PvE, so I tailor my build to that. Your milage may vary.
I have noticed that I am more durable than a lot of federation cruisers I see, and do more DPS than most fed escorts... or at least I pull agro from them an awful lot in elite STF. I also regularly solo the elite cubes that spawn in KASE.
Like I said in the first post, she performs great in STFs... just not so well in PVP. I really want to build an amazingly hard hitting BoP while retaining Sciencyness. which due to the constant nerfs to science seem to be mutually exclusive goals I know...
One of the nastier (and hilarious) combos is GW + Warp Plasma. Other ships that can field this combo are less effective at it because they lack the BoP's agility.
If your TBR isn't tac buffed (like you said, this is a sci captain) its purpose is zone denial, so unless you're in an STF or you're sure you want to push somebody away from a healer in PvP I'd swap it out for plain old TB. "No, really, you're staying in my WP, here's a TB too."
You can frustrate the crap out of somebody while alerting your team that you have a target locked down with no defense bonus.
boff setup in order (first is ens, second LT, etc):
Polarize Hull 1, Tyken Rift 1, Viral Matrix 1, Grav Well 3
EP to Aux 1, EP to shields 2, Eject Warp Plasma 1
Sci Team 1, Hazard Emitters 2
TAC team 1, Cannon Rapid Fire 1
3x Mk. XII Dual Disruptor Cannons [borg]
1x Quad Disruptor Cannons [DMGx4] (286 dps)
2x Mk. XII Distrutor Turrets [borg]
Devices: Red Matter device, Deuterium Surplus (can be swapped for whatever, but red matter rocks)
KHG Mk.XI engine
KHG Mk.XI shields
Isometric Charge universal
Booster modulator (blue Mk.XI +3.5 aux)
3x Particle Generators, as high as as good as you can get (I have almost +70 particle generator from these)
Disruptor damage console x2 (as high as you can get, blue/purple mk XI/XII
Magnetometric Generator universal
My character skills include a number of things but the main ones for this build are:
Particle Generator (maxed points)
Inertial Dampeners (maxed points)
Power Insullators (max)
Hull repair (max)
Starship Maneuvers (max -- the defense boost is why I chose this one)
and various skills into the power systems, such as warp core efficiency, Aux performance, Weapons performance.
Since this is a weak ship, the various inertial dampening and hull repair and ship maneuvers are meant to make me harder to hit, but if I am hit I get away faster and heal faster. The particle generators are key to my offensive power so all 3 consoles plus maxed skill points all feed in to my skills: These aid Grav well, Tyken Rift, Warp Plasma, Isometric Charge, which I have set up.
The EP 2 aux gets triggered first during my alpha strike, and I immobilize target with GW3. If it's a group, I target the center to suck them all in. I then scream at target with evasive manuevers while trailing warp plasma, scream out again, turn around and combine TAC team 1 with CRF and any other buffs I have. I use sensor scan 3 to debuff the target while firing to improve my damage. If it's a big and mean target able to withstand a lot of fire, I fire off photonic fleet, scatter field (to reduce damage) and subnucleonic beam 3 to slow down any offensive manuevers it may have up its sleeve. By the time I start taking fire I can trigger EP to shields 2 to buff me.
If I'm really getting slammed in a bad position I can hit EPtS2 and SciTeam back to back, as they do not share cooldowns with each other. However, sci-team WILL share cooldowns with TAC team and ENG team. This is why I don't have Eng Team. I heal hull with Hazard Emitters II. This way I can heal hull AND 2 shield heals in rapid succession (assuming no cooldowns on them) as needed for a major repair boost. And when you have a very weak hull you may need to do that more often than you think.
Most emphasis was placed on avoiding shared cooldowns in emergency situations. GW3 and Tyken Rift 1 share a cooldown, but it triggers 30 seconds cooldown on whatever you did not use. So by the time I do my alpha strike, get out to CRF position, and whale away on the target, I'm often ready for TR1 to be used. My EP to Aux is near done, so if I'm not drastically needing the extra help, I will wait the 15 seconds to fire TR1 to get most AUX power for it.
Then there's the consoles. Magnetometric is like a giant 1-shot repulsor. I can run in front of a target or targets, turn around, and push them backwards. MARVELOUS for crowd control in STFs. Just make sure you push probes AWAY from the portal and spheres AWAY from the generators. I can also use isometric charge to great effect against multiple targets (bigger targets are better, as it has a long cooldown) when they are trapped in warp plasma, being held together by a grav well.
My whole build is really area denial skills, I guess you can say. I can do all the daily missions, albeit not as EASILY as my fed can in a cruiser, but all the deferi missions, the satellite repair, the Sh'mar mission, etc. It took me a long time and reading a lot of folks' opinions on sci skills on the forums to figure out how I wanted to build this, then it really came together nicely with a lot of testing and tweaking. My fleetmates know, because I had a post on our fleet forum and I kept updating and changing it again and again (lol).
As a footnote I should also include this tidbit: I am still able to heal others. On many occassions I've healed others in my group (me! The BoP!) with sci team, haz emit., and on the fleet transport mission my TAC team still helps the transports rotate shields to face the enemy, which is vital.
I can solo defend a transport this way. TAC Team it then grav well the offending ships, plasma them (I spread the plasma wide, start wide on one side, swoop through the grav well, and pull in front of as many ships as I can on my way out). This keeps them away from the transport for a bit. As soon as it is out of weapons range your job is way easier.
Saw this and since I recently discovered the absolute JOY of a BOP here's my setup.
I rarely use more than 2 Tac BOFF abilities so they get one of the LT slots.
CMD: SCI w/HE1, SS2, GW2, VM3
LTC: SCI w/PH1, JS2, TR2
LT: ENG, ET1, AS1
LT: TAC. TS1, CRF1
Granted I haven't done STFs and don't PvP but for normal PvE I have yet to run into anything including a cube that I can't take down and in some cases multiple cubes and spheres during the empire defense missions.
Since I don't do STF's I'm still running X1 Jem'hadar shields, deflector and engines. The Borg console. My SCI consoles (other than the borg) are X1 shield power and regen. Most of my Engineering consoles are resists but might have a hull regen in there too. Tactical are geared towards cannons and torps. Using this setup many times I can take out an enemy escort from 10.1K and it'll explode when I reach about 2K distance going head to head with it. Cruisers and Sci ships last a bit longer but not a lot over all. It's the darn fighter swarms that give me the most headaches (is there a way to at least show the name like you can with a cruiser from 15k?). I know by the time I close in that it's a Mogai for example but I can't even see the fighters till they're on me and then I have a hard time figuring out where they're even at. My eyes aren't what they used to be. :P
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