Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 BOP STF Builds
02-29-2012, 10:45 AM
Just wondering is anyone has a good bop build for stfs. I can only find ones for fed escorts. I have adapted one to fit, but it seems that with the bop's versatility edge some longer-timers than would have a good build. I'm looking for ones for either tac or Sci captains.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-29-2012, 10:59 AM
I run a tac bop with a dash of sci to mix it up, I am a tac myself. Dhc's and a quantum torp in the front, turret and bio-neural warhead aft. I am specced into energy weapons for the most part. I therefore have a tac boff as main, and then I have a sci boff as no 2, do that I get access to Gravity Well.

I run gravity well, then I use the isometric charge(console)+ torp spread, and of course cannon rapid fire, together with all important buffs such as Alfa etc. After having passed I launch the bio-neural warhead and then come full about and attack again. I use the tachyon beam as well just before the torp hits.

This works for me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-01-2012, 06:59 AM
TS1, TS2, CSV2, CSV3
TT1, TT2, APO1,

After that for science you need a hazard emitters to clear debuffs and a heal, and a polarize hull goes nicely for resistance buff and to free you from tractors.

Using an engineer to give an aux to integrity gives you a nice heal you can pair with the hazards and an aux battery to good effect on yourself or a team mate. I'll often put an engineering team in here for healing out of combat, or for using on the Kang. In combat obviously you're running the two tactical teams.

Captain doesn't really matter so much for the bridge officer load out. If you wanted to use bridge officer science powers really I would suggest a Gorn ship.

Consoles I run 3 Neutronium. You get about 38% resistances across the board this way so its useful outside of STF's. With omega or one of your other buffs running these naturally increase.

One 35% shield console and two Inertial Dampeners in science. Feel free to substitute cheese consoles for the dampeners.

Two energy type and one kinetic type consoles in tactical. For instance 2 antiproton mag regulators and 1 quantum zero point.

Weapon load out 3dhc and one quantum torp fore. 2 turrets aft.

I've used plasma to good effect with this build in STF's. Your torpedo spreads will set everything awash in plasma fire. Just saying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-02-2012, 03:16 AM
Hegh'Ta Heavy Bird-of-Prey is my favorite ship in the game. I've used it in STFs more than all other ships combined. FYI, I'm a Tac.

This is what I have on right now:


Front: 3x Disruptor DHC mk XI [Borg], 1x Quantum torp mk XI [Borg]
Rear: 2x Disruptor turret mk XI [Borg]

Positron Deflector Array mk XI [AST] [EM] [HS] (+24 shield em. and structural integ., + 16 shield sys., +8.1 partic.)
Klingon Honor Guard mk XI shields
Klingon Honor Guard mk XI engine (match for "Tactical Readiness")

Shield Battery, Subspace Field Modulator

Consoles
Eng: something with +32 plasma resistance, +35 RCS, +32 kinetic resistance
Sci: Field Generator mk XI, Emitter Array mk XI, Borg Console
Tac: 3x 26% disruptor induction coil, or sometimes 2x DIC and 1x 26% quantum torpedo (to make high yield 3 extra silly along with tactical readiness)

Commander - Tac
Tac Team 1, Scat Volley 1, High Yield 3, Rapid Fire 3

Lt. Commander - Sci
Polarize Hull 1, Tractor Beam Repulsors 1, Gravity Well 1

Lt. - Eng
Engineering Team 1, Emergency Pwr to Shields 2

Lt. - Sci
Hazard Emitters 1, Sci Teams 2

This gives me 32,292 hull and 10,875 shields on each facing, high damage output along with anti-probe/borg raptor support abilities.

With my set-up and the way I play, I haven't found a ship I feel more comfortable in. Its actually more survivable than a raptor in my experience (hell, more survivable than cruisers!) - the extreme turn-rate means the enemy is always firing at a new facing, you can cloak in a pinch, the AI simply ignores you a lot of the time, and when they're not they miss half their shots because your defense is through the roof (don't ever go less than full speed). All this with the ability to provide team support with repulsors and grav well. Also, with the crazy high turn rate, IMO it ends up with a higher DPS than raptors even missing a slot in the rear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-02-2012, 12:29 PM
Mind showing us your skill spread on http://www.stoacademy.com/tools/skillplanner/ ? I'm really curious as to how you balance your energy vs. torps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-02-2012, 09:19 PM
Me or OP?

10 char
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-02-2012, 11:33 PM
Switch to a Raptor or Siege Destroyer instead for STF's.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-02-2012, 11:40 PM
i have a sci in BOP
going for polaron:
fore - 3x dual heavy cannons(XII borg 2x), XI(borg), 1x quantum torpedo launcher (XII borg)
aft - 2x turret (XI)

BOFFs:
SCI - science team1, tachyon beam, energy siphon, tykens rift3
SCI - polarize hull1, hazard emitters2
TAC - tac team1, torpedo high yield, cannons:rapid fire
TAC - torpedo-spread, cannons:rapid fire

full skilled on particle generators, and flow..

mostly running on balanced with some weapon batteries here and then..

in fact, torpedo-spred i plan to change to something else.. had tried to include one engi, but i haven't skilled him, so it is not much of a help. even with 2 tactical teams im able to survive STFs pretty well, pvp is also ok with hit and run.

the next thing i want to try is to run 4x dual heavy cannons, no torps.. lets see

(got yesterday a very rare female klingon BOFF for 10.000 EC, she needs to be tested.. hehehe )

tykens rift 3 is this thing which breaks a cube's shields in 3 seconds ..
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