Career Officer
Join Date: Jul 2012
Posts: 40
# 781 PVP Bug.... thoughts?
06-27-2013, 10:57 AM
Hey guys, please give some feedback on my build....be nice

http://www.stoacademy.com/tools/skil...d=pvpbug2_3365
Empire Veteran
Join Date: Jun 2012
Posts: 5,914
# 782
06-27-2013, 03:54 PM
Quote:
Originally Posted by captweavers View Post
Hey guys, please give some feedback on my build....be nice

http://www.stoacademy.com/tools/skil...d=pvpbug2_3365
polorize hull and TB2 dont do a bug that much good. the speed and turn rate should cause you not to need that extra tractor defense, and since the bug can out manouver everything you dont need to hold someone all that much. id also drop APD so you could shuffle your tac skills around so you got room for another APO. ET1 is the worst hull heal of them all, and its sorta crazy to pvp without 1 HE.

the rest looks fine, but id set it up like this

TT1, CRF1, BO3, APO3
TT1, CRF1, APO1

EPtS1, RSP1
EPtS1

TSS1, HE2

if you had attack pattern doffs, you could get full possible up time with APO3, but those are very expensive. you could get 2 or 3 doffs that reduces the cooldown of BO and FAW, so you can BO as often as you CRF. there are also the damage control doffs, 2 or 3 of those will let you run 1 copy of 2 different EPt skills with full up time, with a minimal chance of letting you down.
______________________________________
Quote:
Originally Posted by lordlalo View Post
I just wanted to say, I've never seen a more disturbing avatar
the pvp build and help thread
gateway links(should actually work now) -->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Commander
Join Date: Dec 2012
Posts: 361
# 783
06-28-2013, 04:59 AM
Quote:
Originally Posted by dontdrunkimshoot View Post

the rest looks fine, but id set it up like this

TT1, CRF1, BO3, APO3
TT1, CRF1, APO1

EPtS1, RSP1
EPtS1

TSS1, HE2
that is a jem bug ... the tac stations are good but eng and sci could use something better :

eng - EPTs 1 / RSP 1
EPTe 1

sci - tb 1 / he 2


thats a jem bug, you need that much healings, tb is like a healing too, because the targets main weapons are unable to target you for the duration, also you attack more...

just use 3 brace for impact doffs, that with rsp and in a bug youll kill anything before you get 50% hull... tb can neutralize a lot more dmg that tss could ever heal
also using using 2 epts is stupid since the shared cd among them is 30s, use epts and epte and itll be a lot better (shared is 15s) with epte even bops will have problem making their dhc targeting you.
it's not the ship or the build, it's the atitude
Captain
Join Date: Jun 2012
Posts: 1,175
# 784
06-28-2013, 05:24 AM
Quote:
Originally Posted by borgresearcher View Post
also using using 2 epts is stupid since the shared cd among them is 30s
Excuse me? There is a reason why this is a standard build among most escort pilots. Bear in mind that the shield resistance buff and extra power from EPtS lasts for 30s. In other words, when you have two EPtS, you get constant, 100% uptime of a shield resistance buff. Having 1 EPtS will give you only 2/3 uptime. Using EPtE and EPtS is doable, but it will leave holes in your shielding resist that can be blasted through in an instant if you get caught in CC.

time - ability
0 EPtS active, 15s cooldown on EPtE
15s EPtE active, EPtS has 15s remaining
30s EPtS goes down, 15s cooldown remaining, EPtE has 15s remaining
- here you are extremely vulnerable to CC -
45s cycle restarts

During that period, anyone with a tractor beam (like you suggest) will slaughter you. With EPtS up, you at least have an opportunity to survive and run.

If you want to use two Emergency Power abilities, use 3 Damage Control Engineers, and you will get about 90% uptime on both.
PvP-ready toons: Ishmael - Betazoid Sci - Vesta - U.S.S. Yukikaze - The unsinkable destroyer - T'Scurr - Romulan Tac - Mogai - I.R.W. Archer - Countervape overwatch - Ffairl - Romulan Sci - T'Varo - R.R.W. Yuudachi - The nightmare of Solomon

Take it easy!
Career Officer
Join Date: Jul 2012
Posts: 40
# 785
06-28-2013, 06:51 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
polorize hull and TB2 dont do a bug that much good. the speed and turn rate should cause you not to need that extra tractor defense, and since the bug can out manouver everything you dont need to hold someone all that much. id also drop APD so you could shuffle your tac skills around so you got room for another APO. ET1 is the worst hull heal of them all, and its sorta crazy to pvp without 1 HE.

the rest looks fine, but id set it up like this

TT1, CRF1, BO3, APO3
TT1, CRF1, APO1

EPtS1, RSP1
EPtS1

TSS1, HE2

if you had attack pattern doffs, you could get full possible up time with APO3, but those are very expensive. you could get 2 or 3 doffs that reduces the cooldown of BO and FAW, so you can BO as often as you CRF. there are also the damage control doffs, 2 or 3 of those will let you run 1 copy of 2 different EPt skills with full up time, with a minimal chance of letting you down.
Thanks for the input....should I stay with the fleet antiproton weapons (all accx2/dmgx2) or should I switch to polaron weapons (all accx3) or tetryon weapons (all accx3) - using
3xdhc, 1xdbb and 3xturrets?? Note: my bug is only used for pvp.
Lieutenant
Join Date: Dec 2012
Posts: 96
# 786
06-28-2013, 07:19 AM
Quote:
Originally Posted by scurry5 View Post
30s EPtS goes down, 15s cooldown remaining, EPtE has 15s remaining
- here you are extremely vulnerable to CC -
how the hell epts helps in Crowd Control ? you want to compare 15s of epts with 30s of epte ?
now eptx skills are balanced ... before that you were right, but not now.
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !

Last edited by ssb64; 06-28-2013 at 07:21 AM.
Lieutenant
Join Date: Dec 2012
Posts: 96
# 787
06-28-2013, 07:26 AM
Quote:
Originally Posted by captweavers View Post
Thanks for the input....should I stay with the fleet antiproton weapons (all accx2/dmgx2) or should I switch to polaron weapons (all accx3) or tetryon weapons (all accx3) - using
3xdhc, 1xdbb and 3xturrets?? Note: my bug is only used for pvp.
use only 5 weapons, 6 if you use plasmonic leech... 2 turrets aft plus tractor beam mines, considering you dont have tractor beam equipped.

if you plan to change to tetryons switch the tractor mines for the nukara mines, and the normal dbb for the hyper refracting for the 2 set bonus (+7.6% tetryon dmg).

if you had a tractor in your bo stations and the nukara mines or the cloaking tractor ones, i recommend using the fleet weapons - accx2 dmgx2 ... if not, you should use accx3.

dont use polarons, they are good and cheap, but tetryons or disruptor (antiprotons are ok if you already have them) do a better job.
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !
Captain
Join Date: Jun 2012
Posts: 1,175
# 788
06-28-2013, 07:31 AM
Quote:
Originally Posted by ssb64 View Post
how the hell epts helps in Crowd Control ? you want to compare 15s of epts with 30s of epte ?
now eptx skills are balanced ... before that you were right, but not now.
I wouldn't say that it helps directly, but it does mitigate it somewhat in that the additional defense provided by EPtE can be neutralised by a tractor, but the shield resist of EPtS is not. That slim margin might give you the chance to tank despite the lack of defense. Even with my mere 6 point spec into Gravitons, I can still hang on to an escort with EPtE up. Not sure why or how, but that's my observation so far.

In the absence of a competent Sci, yes, combining the two can work. I reacted a bit strongly to him saying that doubling EPTS was useless. Overreacted somewhat. Combining the two has its strengths (the time when both are up) and weaknesses (time when EPTS is down).
PvP-ready toons: Ishmael - Betazoid Sci - Vesta - U.S.S. Yukikaze - The unsinkable destroyer - T'Scurr - Romulan Tac - Mogai - I.R.W. Archer - Countervape overwatch - Ffairl - Romulan Sci - T'Varo - R.R.W. Yuudachi - The nightmare of Solomon

Take it easy!
Lieutenant
Join Date: Dec 2012
Posts: 96
# 789
06-28-2013, 09:11 AM
Please help me in my aventine build : i think mine is ok but i could use pvp experts help ...
here it goes:

WEAPONS :

FORE : 3x phaser dual heavy cannons mk xi [acc]x3
AFT : 3x phaser turrets mk xi [acc]x3

Note: i use 6 weapons instead of the optimal 5 because i have plasmonic leech on... youll see that later****

EQUIPMENT :

DEFLECTOR : borg mk xii
ENGINE : borg mk xii
SHIELD : elite fleet covariant mk xii [resA & resB]
WARP CORE : aux cap / W->A / eps or batteries / shield capacitor ----- mk xi vry rare
HANGAR : elite SRU's


CONSOLES :

TAC : 4x phaser relay mk xii rare
ENG : 2x neutronium fleet mk xi [turn]
SCI : plasmonic leech / quantum focus phaser / subspace jumper / field gen mk xi rare

BO STATIONS :

TAC : tt1 / crf 1

ENG : epts1 / rsp1 / ab1
epte1 / a2b

SCI : tb1 / tss 2 / he 3 / fbp3 (or repulsors3) ------- note im tac
ph1


in the other thread someone said " 2 a2b or none" can someone explain me why ? a2b tech doff also reduce a2b own cd, making 28 secs in it (20 shared) ... by 8 seconds i should use another a2b ? i dont think so.

DOFFS :

1 x tt recharge
1 x crf recharge
3 x tech doffs (a2b all skills recharge)

all purple


i think just using 1 tt doff and 1 crf doff is enough to always - or almost always to reach its shared cooldown... with a2b and tac initiative... i think its enough, considering i can make a a2b build with aceton beam.

why ppl dont like aceton beam ? its so op -_- ok its cleared by he but its the same deal as tractor beam, just activate it in the right time...

help !!!!!!
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !
Captain
Join Date: Jun 2012
Posts: 1,015
# 790
06-28-2013, 09:41 AM
Shared is 10 on A2B. It will free up at least 2 doffs. You might even run just 2 purple techs (taking only 20% off with each activation, but the activations coming more frequently) with 2 piece MACO giving 5% or fleet deflectors that give 10% to sci skills to close the gap.

Aceton Beam is a weak dot with a long duration that is unlikely to run its course before its cleared, and it competes with high level eng abilities that are all really strong choices. However, IDK if the damage debuff is useful, too weak, or even functional, so if somebody parsed the damage drop from the debuff I sure would be interested. If it were strong enough to blunt an alpha it could compete, but I'm skeptical that it is.
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