Empire Veteran
Join Date: Jun 2012
Posts: 6,542
# 821
07-06-2013, 06:42 PM
scimitar

this is the first 3 pack ive get actually, the odyssey was a good heal boat but not much else, the bortas was basically an odyssey more then a real battle cruiser that could turn, dispute its high amount of tac consoles it could not be played as a real battle cruiser, and is of little interest as a result. the vesta and andorian ship id like to have, if they didnt have the cost associated with them. im sure eventually i'll have enough dil for them

but this scimitar, i got it on day 1. starting with a 7 turn rate, it can actually be made to work. its got cloaked alphas, enhanced turn rate 15 seconds out of cloak if you got a superior reman, and theirs not even a down side to cloaking because your shields dont fall. between those periods of cloak, you can make it turn alright with EPtE and a turn console or 2. the LoR change to those 2 things did a massive amount of good for large and lumbering ships to maneuver about easier. with EPtE, you can just exploit thier bad turn rate as much. you should have about a 20 turn rate between cloaks, and if you use the falchion and load up on more turn consoles you could conceivably get about 30 turn out of it

the scimitar is obviously going to deal the most damage, the falchion you can ether tank or turn best with, and the tulwar, i dont see much use for it outside stacking particle gens to make the tholian weapon deal the most damage. or well, i guess stacking 4 or 5 field gens if your really into shield capacity. i can get the scimitar to turn well enough, so im going to be using it. might dable in a max turn rate falchion a bit later.


4 DHC, 1 DBB, 3 turrets

TT1, CRF1, BO3, APO3

ET1, AtB1, EPtS3
EPtE1, AtB1


HE1, TSS2
TB1


aegis/borg engine
aegis/borg deflector
jem hadar/maco/fleet elite shield

RCS, RCS OR 3rd scim console

valdor console, 2 scim consoles

5 energy damage

doffs- 3 tech, 2 BO penetration doffs

this ship has the vet ship station setup, the best setup in the game. with it, you can set up every classic pure escort station setup, or have an abundance of sci or eng to go with top level tac skills. best feature of all, you can run a cruiser like 2 AtB build on it, giving you basically 2 COM tactical, 2 LTC eng stations, 4 ENS eng stations, and 2 sci LTs, with 2 more grab bag universal ENS skill. the down side is the very low average aux score. on this ship, that not only means weak sci heals without an aux batt, but decloaking yourself, or preventing you from cloaking for 10 second periods. this is were the very powerful tech doffs balance themselves well.


for your new rom characters, what veteran characters consider basic gear will be unavailable until you get through rep grinding. the aegis deflector, engine, and jem shield are the best basic stuff you can get untill you have enough fleet marks or rep ground out. in pvp, the thaloron weapon can be fun to set off sometimes, as long as you dont AtB yourself before using it, its damage is aux based. but in pvp i tend to strip off the secondary shield console and stick another turn console on. though i have thaloron'ed in pvp a few times to hilarious effect, and hilarious failure. people, please, if you see a scim using thaloron, be kind enough to issue him a TT, would you? that person cant use any skills, or even manually distribute wile charging up the attack.

anyone who uses battlecruisers, so like only me as far as i can tell, will be used to the slide that comes with the 20 inertia, and can use it to your advantage. EPtE will cause about 4 times the amount of sliding though, it can be a real handful, but its not going to be able to turn or position without it. you can alpha wile cloaked, use it! once AtB has cooled down your skills, and possibly decloaked you, alpha them again if they still live. you can keep a 30+ turn rate for 15 seconds with a good reman, at least long enough for your cloak to cooldown. some time during this a tractor beam can be helpful for keeping someone from moving on you to much. assuming you have aux at this point you might as well cloak again, and decloak alpha all over again. ive got to hand it to them, the ship really is just like it was in nemisis.

you should have enough to tank well, i prefer strong shield resistance over RSP and thus use EPtS3. if you get to the point were you need RSP, maybe you should have cloaked by now. the valdor console is literally always feeding you hitpoints, and TSS and quantum absorption with ET1 and HE1 at their global offer quite a lot of healing. the universal ENS could be used for TSS, and something more offensive used in the LT sci clot. like CPB for decloaking other scimitars, TBR to clear you some space, and well thats proboly all that could be useful.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 10-04-2013 at 12:07 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,542
# 822
07-13-2013, 11:17 AM
TBR norgh BOP

i got my self a new toy, and got a little creative. its a 2 AtB build, with a COM sci with most of its damage coming from TBR3. its been quite a lot of fun, and is a bit different from your typical BOP build going in for the 1 shot with BO and torps. its best used on something that already is missing a 1/4 of its hitpoints, but ive killed quite a few things from full health with this

3 DHC, omega torp, 2 turrets

PH1, HE2, TSS3, TBR3
TT1, CRF1, APO1
ET1, AtB1, EPtS3
EPtE1, AtB


borg deflector
borg engine
maco shield

borg, rom, temporal
3 particle gen
3 energy weapon damage

the AtB kills your push, so your your just dealing pure damage and your target takes every pulse. with APO and EPtE you should be able to keep up with any push you have. the omega torp can stack a good amount of plasma fire, and plasma energy weapons could benifit from embassy plasma infused particle consoles, and have a small DOT of thier own. the cannons are mainly for moping up your very hagered target, EPtS3 can keep you in the game for quite a wile. some may prefer RSP though. throwing on a breen torp and cutting beam aft are viable as well, the cannons can proboly breach a shield at least at first on thier own, and after the push doing a little spin and hitting them with lots of trans mines may be a nice extra. havent seen TBR used for offense since they broke and fixed how particle gens interact with them, thought it was about time to bring this tactic back
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Lt. Commander
Join Date: Apr 2013
Posts: 122
# 823
07-13-2013, 03:00 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
TBR norgh BOP
This could be a nice build for a sci captian as well with the particle generator trait we got with LoR. IDK what the final numbers would shake down as v. APA but the uptime is constant as long as you are taking fire. Also I haven't checked if the trait goes so far as to buff plasma dots. More tinkering is required.

-rr
Career Officer
Join Date: Jun 2012
Posts: 372
# 824
07-14-2013, 05:24 AM
Im a huge fan of the Norgh.

1 tac of me uses an AtoB build. My sci uses a disable build, with all cannons. However, this fragile ship really needs AtoS3 if it wants to stay in battle.
Do you want to improve healing; use keybinds

@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Ensign
Join Date: Jun 2013
Posts: 9
# 825
07-14-2013, 03:31 PM
I am using http://sto-forum.perfectworld.com/sh...&postcount=672

But I'm wondering which Embassy Console - Science - Emitter Array to use with it.

I am sorta thinking of going with the Plasma infusers, the vessel has 4 consoles and I might actually be able to pull a little bit of damage off with this set up. Also I could use them in pve to potientially pull off acceptable damage with this very heal and tanky build set up, (maybe even be able to heal tank with the right set up).

My questions are: is this build so much on the non damage end that, these wouldn't help enough to make it viable? Also maybe the shield or hull variant are soo good that I should take them instead? Or maybe its all negligible and I should just take whatever fits my playstyle?

Last edited by pixxiedust99; 07-14-2013 at 03:41 PM.
Republic Veteran
Join Date: Jul 2012
Posts: 38
# 826 Dominion Dreadnought
07-19-2013, 09:26 AM
What little time I've spent reading all of theses messages and your advice I've come away learning allot.

I'm a Fed Tac Officer and have flown most of all the Tac ships up to Fleet level 4 and can't wait on level 5. I'm currently flying a Dominion Dreadnought beam boat build and was wondering how you would advise in building and flying this ship.

I have a great build but I'm always willing to hear what others are doing with this ship.

Thanks for your time and advice in advance.
Empire Veteran
Join Date: Jun 2012
Posts: 6,542
# 827
07-19-2013, 11:07 AM
Quote:
Originally Posted by petaluma1 View Post
What little time I've spent reading all of theses messages and your advice I've come away learning allot.

I'm a Fed Tac Officer and have flown most of all the Tac ships up to Fleet level 4 and can't wait on level 5. I'm currently flying a Dominion Dreadnought beam boat build and was wondering how you would advise in building and flying this ship.

I have a great build but I'm always willing to hear what others are doing with this ship.

Thanks for your time and advice in advance.
if i were to fly one, id proboly set it up like this

TT1, FAW2, APO1, APO3
TT1, FAW2

EPtS1, RSP1, EPtW3
ET1, RSP1

HE1

3 damage control, 2 shield distribution doffs

id first be inclined to use a 2 AtB build, but its got too much redundant tac, and not enough of anything else for basic survivability. it still might have trouble surviving, but thats a chronic problem for this ship really. its got more tac then it needs, especially when you use only beams. on a ship like this id actually want RSP doubled up, since you would be using EPtW3 to boost damage as much as possible, and to over cap til your weapons drain is nil. beam boats are able to lay down more dps then ever, no question. but its just so easy to deal with pressure now, its hard to kill anyone with it.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Empire Veteran
Join Date: Jun 2012
Posts: 6,542
# 828
07-19-2013, 11:11 AM
Quote:
Originally Posted by pixxiedust99 View Post
I am using http://sto-forum.perfectworld.com/sh...&postcount=672

But I'm wondering which Embassy Console - Science - Emitter Array to use with it.

I am sorta thinking of going with the Plasma infusers, the vessel has 4 consoles and I might actually be able to pull a little bit of damage off with this set up. Also I could use them in pve to potientially pull off acceptable damage with this very heal and tanky build set up, (maybe even be able to heal tank with the right set up).

My questions are: is this build so much on the non damage end that, these wouldn't help enough to make it viable? Also maybe the shield or hull variant are soo good that I should take them instead? Or maybe its all negligible and I should just take whatever fits my playstyle?
the plasma proc from energy weapons does almost nothing, you wont notice anything from energy weapon plasma procs. the hull heal is the same strength as a borg 2 part set heal, but just 1 tic of it, so around 1000. i think the shield heal will be more helpful
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jun 2012
Posts: 120
# 829
07-20-2013, 02:46 PM
I'm looking for a decent sci/sci vesta build that can CC and heal (pvp) focused. I've tried all sorts of builds and I'm wondering if sticking with DHC up front is not the way to go.

Has anyone found a build with beams and EPTW3 useful for a sci? Trying to think out of the box...
Career Officer
Join Date: Jun 2012
Posts: 372
# 830 sci disable fleet Norgh
07-22-2013, 06:53 AM
This is a nice build for a fleet Norgh piloted by a sci captain. It maxes out disables and therefore setting up a kill. It does also reasonable DPS, this without any tac buffs.

Ship: Fleet Norgh

front: 4x phased polaron DHC
Back: Chroniton mine, chroniton torp (or mix it with temporal disruption device or nukara / concentrated tachyon mines if you have it)

Deflector: KHG or graviton or other deflector with SubD (romulan/reman)
Engine: KHG
Shield: KHG
Warpcore: Hyper injection with W-> choice you wanna boost more

Cmdr: EptE1, ExtS1, EptS3, AtoS3
LTC: ST1, ES1, VM1
LTC: ST1, ES1, VM1
LT: PH1, SS1



Eng consoles: 2x neutronium, Borg
Sci consoles: 2x or 3x embassy flow cap
Tac consoles: Leach, aceton assimilator, polaron (leach/aceton can also be equiped on sci)

Purple doffs: 2x damage controll engineers, 3x warp theorists, energy syphon disable version

power settings: 100/20/15/65

This build chains nicely the disables from 2x viral matrix, 2x doffed energy syphon, and the phaser proc. The semi-high aux power ensures a power drain of almost 20 sec. The 3 warp theorists give 3 x 25% chance on a fixed 5 sec disable time when activating energy syphon. The deflectors with subspace decompiler boosts disable time of viral matrix and phaser proc. Also a scramble of 9 a 10 sec is very nice. Imagine all this with a subnuc, and your opponent is ready use the escape pods. Because you have energy syphon, you have a lot of power. Therefore you can run 4 DHC's instead of a full torp build, and be way more effective with better dps. The chroniton stuff equiped on the back is to have some slows. Regarding to heals and resists, the Bop really needs EptS3. The AtoS3 gives a great hull heal which can be used on yourself or be donated to team mates every 15 seconds. And not to forget extend shields. The 2 or 3 part KHG is there fore more aux power and more crew resist.

It's not a cheap build because of the phased polarons and the expensive warp core doffs. But still a very nice build for a sci, and therefore something different in tac-bop land.
Do you want to improve healing; use keybinds

@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
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