Lt. Commander
Join Date: Aug 2012
Posts: 229
Going to be buying one by the weekend for my Eng, so I was looking for some suggestions/tips. I know weapons wise I was thinking of opening some of the polarized disruptor weapon packs and hoping for some cannons, or worst case, beams. Also, having 600+ lobi, is the full Ferengi set worth it? Or at least, hows the missile launcher?
Empire Veteran
Join Date: Jul 2012
Posts: 5,329
# 2
12-06-2012, 09:49 AM
I'd be glad to help. I have a D'kora (on an engineer), with the full Ferengi set.

1. You can choose either a standard cruiser build on this, or you can use DHCs and turrets. If you have points in Impulse Thrusters, and use the Battle Mode of the D'kora (on the console it comes with) you will be able to make DHCs work quite well.

2. The set bonuses are all non-combat, so only the pieces themselves are what can be useful. Of the three, the console is generally considered the best. The missiles can be nice, but while they are 180 degree firing arc and shoot very quickly, they do VERY little damage. It can also only be placed on the front of your ship. The mines are good as well, but just know that due to the limited tactical slots on the D'kora, they cannot be used with as many mine buffs compared to a normal escort.

Basically, only as worth it as you really wanna spend 600 lobi on.

3. Using Battle Mode really is vitally important. That turns the slow, 'basically a cruiser' D'kora into 'very escort like' in it's turning. You aren't going to out turn Defiants, but it can help a lot.

4. The two abilities on the D'kora console aren't bad. The Swarm Missiles can be nice for a bit of spike damage against bare hull. EMP Burst is much more of a PvP ability (or rather has greater usage in there), but can be nice still in PvE by reducing power levels and such for a bit.

5. As for other equipment, like shield/engine/deflector and consoles, that is up to you. Same applies for BOFF layout, depends on what you wanna do.

Join Date: Jun 2012
Posts: 1,015
# 3
12-06-2012, 01:25 PM
I have been lusting after a D'Kora since I became addicted to Tech Doffs, so this is only theory, but here's what I would do.

I would put a tac in it. Sorry, I would.

EPTS1, Aux2Batt1, DEM2, EWP3
EPTA1, Aux2Batt1

TT1, CRF1 (or CSV), APO1

Tech Doffsx3, EPTA doff, DEM doff or EWP doff or battery cd doff.

Switch DEM2 for RSP2 and it will come up every minute.

Switch TSS for TB if you do that, probably, for more CC.

PM me in game if you are considering this kind of build and I'll go into greater detail about tech doffs and the D'kora.
Lt. Commander
Join Date: Aug 2012
Posts: 229
# 4
12-10-2012, 08:12 AM
Any other suggestions from those who fly Dkoras?
Lt. Commander
Join Date: Jul 2012
Posts: 197
# 5
12-10-2012, 08:29 AM
Originally Posted by ericsonxx View Post
Any other suggestions from those who fly Dkoras?
I have a Dkora...and it is a very jack of all "trades" (yes, pun is intended) ship.

Polarized Disruptors DHC's in the front, which are fairly cheap on the exch.
Swap a Quant Torp in an out depending on need.

Disruptor Turrets and Tricobalt Mine launcher (sometimes swap for a 4th turret)

Omega Force Deflector and Shield (tetryon glider proc plus targeting boost)
Fleet Motor (turnx3)

Eng Consoles:
(2) RCS Consoles, Ferengi Battle Console, armor console of your choice
Sci Consoles:
(2) Shield Generators, Shield Regen
Tac Consoles:
(3) Disruptor consoles

Boff Layout:
EPtS, EPtS, Aux2Si, EJWP
EptEng, DEM

I am going off memory for my boff skills but general idea. You can DPS and Tank in PVE with it; throw heals as well. You will not win turning battles with it against escorts, but it is still fun. Then you factor in the Bridge with the Exch, Bank, Mail, and Daboo right there.... you have a winner!

Lt. Commander
Join Date: Aug 2012
Posts: 229
# 6
12-10-2012, 08:34 AM
What about the Ferengi set? The missiles, tachyon mines, etc?
Join Date: Jun 2012
Posts: 1,462
# 7
12-10-2012, 08:37 AM
Originally Posted by ericsonxx View Post
Any other suggestions from those who fly Dkoras?
Fore: 3 dual beams, 1 quantum torpedo
Aft: 3 turrets, 1 photon mine launcher

Torpedo spread 1, Attack pattern beta 1, Beam fire at will 3
Tactical team 1

Engineering team 1, Extend shields 1, Emergency power to shields 3, Auxiliary to structural 3
Emergency power to weapons 1, Reverse shield polarity 1

Hazard emitters 1, Transfer shield strength 2

Energy weapons officers * 3 (beam special attacks)
Conn officer (tactical team cooldown)
Maintenance engineer (engineer team cooldown)

Neutronium * 2, Monotanium * 1, RCS * 1
Battle Module 3000, Assimilated console, Shield emitter array
Energy damage * 3 (disruptor coils for me)

No doubt eyebrows will be raised, but I'm quite happy with this. You could swing it further toward durability by dropping that Extend Shields, but I like the team support aspect.

hows the missile launcher?
Mediocre. It has low damage and high rate of fire, so if you have one you just set it to auto fire and leave it alone. Don't take this if you are planning on using torpedoes and torpedo abilities: the missile launcher derives minimal benefit from High Yield/Spread, and will interfere with using those abilities with other launchers. Honestly the missile launcher is better suited to bigger and slower ships that can't get decent mileage out of the 90-degree torp launchers.
Join Date: Jun 2012
Posts: 1,360
# 8
12-10-2012, 08:44 AM
Absolutely not. It is too **** funny when someone jumps in with a bad Dkora build anywhere they can be shot at by other players.

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