Career Officer
Join Date: Nov 2012
Posts: 121
# 11
05-16-2013, 04:02 PM
New build - http://skillplanner.stoacademy.com/?...cannonbuild2_0

-Added the Andorian turrets to the rear
-Removed the Field Emitter and replaced with Phaser Dispersal Array
-Added another Phaser Relay

Cheers for the tips and opinions, all greatly appreciated
Lieutenant
Join Date: Jun 2012
Posts: 71
# 12
05-16-2013, 04:17 PM
Quote:
Originally Posted by twistedvaccine View Post
New build - http://skillplanner.stoacademy.com/?...cannonbuild2_0

-Added the Andorian turrets to the rear
-Removed the Field Emitter and replaced with Phaser Dispersal Array
-Added another Phaser Relay

Cheers for the tips and opinions, all greatly appreciated
That's getting better, but you really should pick up a cutting beam. Also those scorpions aren't doing you much good at all, you would live longer by using either an aux batter or even a shield battery.

Your weapon power has to drop pretty hard when you alpha someone with rapid fire 3 and bo2.

PvE isn't about spike, you already have an insane spike ability in overload, and another amazing shield spike with the tachyon.

6 of your 7 weapons are phaser, yet you are increasing the damage of the 1 by 28%? You would do more sustained damage by removing the zero point torpedo console with another phaser relay.

You would be much more efficient with a different boff layout. Drop Rapid Fire 3 and pick up Beta 3. Drop Fire at will 1 and pick up tactical team.

I'd also strongly consider making your universal slot, science with hazzard emitters and transfer shield strength. HE will purge your plasma dot and also heal you over time, tss is a nice heal over time with added resistance to damage.
Career Officer
Join Date: Nov 2012
Posts: 121
# 13
05-17-2013, 04:31 AM
Quote:
Originally Posted by vyperwoo View Post
That's getting better, but you really should pick up a cutting beam. Also those scorpions aren't doing you much good at all, you would live longer by using either an aux batter or even a shield battery.

Your weapon power has to drop pretty hard when you alpha someone with rapid fire 3 and bo2.

PvE isn't about spike, you already have an insane spike ability in overload, and another amazing shield spike with the tachyon.

6 of your 7 weapons are phaser, yet you are increasing the damage of the 1 by 28%? You would do more sustained damage by removing the zero point torpedo console with another phaser relay.

You would be much more efficient with a different boff layout. Drop Rapid Fire 3 and pick up Beta 3. Drop Fire at will 1 and pick up tactical team.

I'd also strongly consider making your universal slot, science with hazzard emitters and transfer shield strength. HE will purge your plasma dot and also heal you over time, tss is a nice heal over time with added resistance to damage.
Im already using Tac Team 1 & 2 and ill replace the Scorpions with a battery (ill try both out and see what works best)

As for the Alpha strike, Emergency Power to Weapons II brings the power straight back up.

I can last against a standard cube, so survivability has never really been a big thing with me and the Kumari.. Normally, Tac Team + Emergency Power to Shields + Tac team again sorts it if i need to bug out..
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 14
05-17-2013, 05:58 AM
Quote:
Originally Posted by snoggymack22 View Post
Aren't those torpedoes green? And AP beams are red?
oh sorry, i didn't mean "match" but "mix".
AP's dark crimson color mixes very well with the plasma torp's green !

However, you can try this combination as an alternative:

FORE:
1 - Romulan HP Torpedo Launcher
1 - Antiproton Dual Beam Bank
3 - Antiproton Dual Heavy Cannon

AFT:
2 - Antiproton Turrets

so you can use the beam overload.

Last edited by avengerkid1993; 05-17-2013 at 10:29 AM.
Lieutenant
Join Date: Jun 2012
Posts: 71
# 15
05-17-2013, 07:08 PM
If you can make it work that's whats important.

I needed omega1 and HE when I did estf's with my kumari.

I still think you should pick up Beta 3, Beta 3 is nasty especially with your spike abilities.
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 16
05-18-2013, 01:05 PM
naaah, i don't need RCS Accels ...
the kumari has 16 base turn rate.
Mk XII borg engines have something like 23 turn rate.

naah, you won't need any RCS accels.

HOWEVER, i was trying this combination:

1 - Quantum
1 - Phaser Dual Beam Bank
3 - Phaser DHCs

1 - Kinetic Cutting Beam
1 - Phaser Turret


Tac Cmd: TT1 - THY2 - CRF2 - CRF3
Tac Lt. Cmd: BO1 - BO2 - THY3
etc...

i find that the damage is much higher than the classic kumari build (1 Quantum, 1 Wing Cannon, 3 DHC):

is something like 40-50% higher (Without using BO).
and when you use THY3 and BO2 you can obliterate everything

also, BO2 is very useful in lowering enemy shields.
Lieutenant
Join Date: Jun 2012
Posts: 71
# 17
05-19-2013, 11:27 AM
Quote:
Originally Posted by avengerkid1993 View Post
naaah, i don't need RCS Accels ...

i find that the damage is much higher than the classic kumari build (1 Quantum, 1 Wing Cannon, 3 DHC):

is something like 40-50% higher (Without using BO).
and when you use THY3 and BO2 you can obliterate everything

also, BO2 is very useful in lowering enemy shields.

I think I must have missed something?

How does swapping out a Dual heavy cannon for a dual beam bank increase dps by 40-50% without using overload?

Best dps builds I've had for the kumari consist of 4 DHC's, 1 torpedo, turret and cutting beam in back.

Last edited by vyperwoo; 05-19-2013 at 11:38 AM.
Ensign
Join Date: Jun 2012
Posts: 3
# 18 Personal Choice.
05-21-2013, 06:58 PM
Your set up is your choice ultimately.

I am running with all phasers since the wing cannons are phasers,
I have
Forward
Fleet advanced heavy cannons x 2
Quad cannon,
wing cannon,
quantum torpedo.

Aft
fleet phaser turret
fleet quantum torp.

My bridge officers
Tac 1
tac
CRF 1
CSV2
CRF3

Tac2
Torp 1
Torp spread 2
torp 2

Engineers and science to keep my shilds and hull going.

Also my doffs are set for cannon abilities and torp abilities to go quicker as well as all bridge officer abilities. It pretty much means that on every attack run I can launch full cannon salvos and torpedo salvo, turn around to pull back, launch my rear torps...by the time I turn around they are all ready to go again. I can keep up constant fire.
I t works really well for PVE. I do not do PVP so I cannot say what that would do.
For what I do it works well.
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