Temporal Destroyer PvP Build Help
I've been trying to come up with a good pvp build for my temporal destroyer. The problem I have is trying to figure out how to balance my chroniton/temporal divice vs my Dual Cannons, and a good bridge officer abilitie set to match it.
My thought here is to make my ship highly maneverable and be able to stop or slow enemy ships so that my team mates can take 'em down, but maybe this is wrong.
Heres what Im working with right now.
Front: Anti-Proton Dual Heavy Advanced Fleet Mk XII, Chroniton Torp., Temporal Device, Chroniton Dual BB
Rear: Kinetic Cutting Beam. 2 X AP Adv. Turret
Monotonium Mk XI very rare, RCS Acc. Mk XI very Rare
3X Feild Gen Mk XI rare, Tachyokinetic Convert.
Chroniton Flux Mk XI very rare, 2X AntiProton console rare, Borg Console
Transf. SS 1, Hazards 2, Gravity Well 2
EmPwrToS 1, RevSPol 1,
TT1, H.yeild 2, omega 1, RapidF. 3
TT1, TorpSpread 2
Have yet to buy my desired sheilds/engines/deflector but I'm thinking of going Omega mk xii (atleast for the engines).
Any help would be greatly appreciated, as I have been struggling with this build for sometime. BTW despite the fact that this is tactical build im running it on engineer. Which doesnt seem to make much difference besides the the attack pattern alpha.
That thread is the one I was talking about, a few lines above this thread. In the first posts there are links to dontdrunkimshoot's build for the temporal destroyer. Check it out, yo.
There is a monumental difference between a tacs damage and an eng it's not just apa just the same as there's a monumental difference between how much punishment you can take
I don't really understand the build your going for here are you debuffing targets for other people?
The Borg console doesn't want the be in your tac slot don't know if you were just listing the consoles you plan on putting in or not or wether that was the order
Grav wells for pvp don't really work unless your going to spec into them then run consoles to match APO completely negates there effect and their damage won't touch even a bop again unless you spec into them
The takyokinetic converter should be enough to give your turn a boost I'd drop the RCs and get a neutronium
Purhaps im just ignorant here but, as far as I know the only difference between the different career paths is the abilities that each one gives you, (eng: EPS power Transfer, mircile worker etc, Tac: alpha pattern, go down fighting, tactical initiative etc.). Yes these do make a difference but I don't think they are overwelming distinctions. Perhaps Im wrong about this and would actually appreciate it if someone would correct me if that is so.
As to the other conserns I actually dont plan on leaving the borg console in tha tac console but I need to make some decisions about how to rearrange things to make room for (or remove it). Purhaps replacing the RCS accelerater with it would be a good move. I also take your point about the gravity well.
Yes my initial strategy is to debuff targets for those for higher fire power. I seemed to me that the main benefit of the temporal destoryer was its ability to immobilize opponents. I could however revert to a more standard escort layout allthough having been pinned down by simular attacks before I thought that this strategy could be quite effective.
Once again, check out the thread I linked for what is most likely the best build that you will find on these forums for a PvP mobius.
edit: If you can't find the link in the first post, here is a DIRECT LINK to the Mobius build
I did actually read that post and had some questions about it which i posted in that forum. This is about what I said there.
Weapons - Fore: 4x DHC AP MK III
- Rear: 2X Turret AP MK XII; Cutting Beam
Eng - Neutronium All the way
Science - Tachyokinetic Convert. ZPE, Borg Console, either field generator or subspace jumper console
4X AntiProton console
General Bridge officer skills include the following - X2 TT, Omega, Beta, I also put Delta (I have a purple Doff specialized in this), CSV II, CRF II & III, etc... Emergency Power to Shields, Extend Shields, etc... the usual suspects. My Doff's lend a hand in increasing these bridge officer skills.
Check out the Hilbert Guide for further build advice. Gimmicky consoles are going to be less than ideal for PVP so you will be going for a purist build. Food for thought and good luck with your build. :rolleyes:
Apa - 50 % damage boost
Nadion - no direct damage boost
Fomm - 50 damage resistance reduction to target
Miracle worker - no direct damage boost
Gdf - potentially 100% damage boost
Tactical team 25% damage boost
An so on
when initiated together makes any ship a force to be reckoned with
That's the "monumental" difference I was referring to
The temporal warfare set bonus DOES boost the TDD's damage tho, giving it marginal usefulness for DPS purposes.
As to how you will utilize it as an aft weapon is situational, and its best IMO to keep it on autofire. My primary use is in one of two situations. 1) As part of my alpha/hold, hit temporal inversion, hit TB1, overshoot the target just enough to launch the torp, and pull a quick reverse to bring them back into front arc. This requires good piloting and practice. 2) The mobius is a slow turner, even if you were to dump a pair of RCS on there with the tachyonkinetic console, FTERs, BoPs, Bugs, and some raptors will still end up unshakeably on your tail. The aft TDD gives you at least a chance (with its 100% proc chance) to slow them up enough to get them back in your front arc.
Against cruisers where you just need more DPS, you can swing around every 19 seconds to get them in rear arc without any difficulty at all.
As for abilities to enhance turn rate etc, APO is important of course, and remember to pop evasive maneuvers when dogfighting if possible to help out in that area. Also remember that the Temporal Inversion Field not only hinders enemy movement, but on the Temporal ships, it also enhances yours.
And as to the difference in Eng vs Tac DPS, APA is a big difference, but also Tactical Initiative which significantly lowers cooldowns on Tac abilities allowing more uptime on tac abilities, not to mention the team damage buff as well.
Although I'm not very familiar with the temporal set I'd go Chroniton DBB (Anti Proton Damage) and 3 AP DHC with your special weapons in the rear.
Now with console I'd probably do 1x Neutronium and one RCS or go 2 RCS
For the sci I'd go to 2 field gens and 2 uni's and 4 AP Tac consoles.
One strength you need to play is shield tanking on temporal ships. That's why I suggest maybe 2 RCS...and if your running inversion beware of shock waves. If a shockwave is in the game I'd suggest running a different set up.
Food for thought.
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