Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 1011
11-05-2013, 04:28 PM
Breen Chel Grett

ive been impressed with the effectiveness of a certain build lattly. escorts with TLC sci that are using newly buffed GW while they alpha strike something. currently, GW is about 5 times more effective at holding a target then TB, making thier target very tender and helpless. works especially well on dhleans im finding, should work great on fleet MVAM too, then i remembered 1 more ship that could do it, the breen Chel Grett, a ship i hadn't ever put a build in this thread for. so i think i'll do it for that ship

weapons

4 plasma DHC, 4 turrets

TT1, CRF1, APO1, APO3
TT1, CRF1,

EPtS1, AtD,
EPtE1/EPtW1

TSS1, HE2, GW1

equipment

borg engine
borg deflector
fleet shield

consoles

2 RCS+allres, leach
3 gravaton gen+plas
4 plasma energy consoles

doffs

2 damage control doffs, 1 AtD doff ,2 deflector recharge doff


3 of those embassy consoles are a little more then an additional tac console, and they serve the additional purpose of helping holding your target. the deflector doffs should hopefully allow you to use GW every other CRF cycle. it should be more useful to this ship then the aftershock would be to a sci ship. thats just trying to cause chaos, your trying to create a kill window. against such well held targets, you can proboly get away with high crit weapons, as apposed to high acc too. you should be running fairly high aux on this ship, so GW is effective. this will also make AtD more effective, and the tier 4 nukara rep passive buff your weapons damage even more.

Last edited by dontdrunkimshoot; 11-07-2013 at 02:54 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 533
# 1012
11-07-2013, 12:25 AM
Why the 2 purple tech doffs for the Breen ship???
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"The Road To Arc Is Paved With Good Intentions"
Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 1013
11-07-2013, 02:53 AM
Quote:
Originally Posted by ussboleyn View Post
Why the 2 purple tech doffs for the Breen ship???
sometimes i copy paste and dont double check enough. should be damage control
Survivor of Remus
Join Date: Jun 2012
Posts: 128
# 1014
11-07-2013, 03:44 AM
HI DDIS
here is the repost.
Any update idea would be a great help. e.g new eng consoles.

I also made the skill on sto academy not Cmdrskyfaler. so will update that asap.
I just feel its a good build and I cant let it Die.

All thanks goes to Cmdrskyfaller for his info and work on making this a B'rel torpedo boat build, this build will work on a T'varo or any Enhanced Battle Cloak ship.

the notes found below are just copy's of his posts.
As you see these builds work around the torpedoes and there skills. But they were made before the big updates.

Here are cmdrskyfaller notes on b'rel torpedo boats and his build.

shield/engine/deflector setups:

Reman engine and deflector with KHG shields- plasma bomber
KHG shield and engine with omega deflector. - balanced bomber
Reman shield and engine with omega deflector. - plasma crit bomber.

Either three works depending on your playstyle.

"Only a sci captain can make a b'rel transphasic build workable... and its not very effective. sensor scanbeta3 for a massive hull debuff (-70% debuff if you have good sensor and atk patterns skill) then pump transphasics in there.

Two tricobalt torpedoes is a bad idea.
Simply because the tricobalt, unlike other torps, trigger other tricobalt torps into half timer (not global 1-2 sec timer).
So you can high yield the first and queue a 2nd high yield 15 seconds later..but when you fire the first tric high yield the second torp goes into 15 second timer...

so you really cant fire two high yield tricobalts at once.
If you thinking of spacing them out to fire every 15 seconds...well... you'll do a lot more damage firing some other torpedo.

Fore: Hyper-plasma, breen cluster, hargpheng, tricobalt Aft: plasma mine, breen cluster.

Timing of it all:

Hyper plasma: 6 secs (3 with doffs proc).
hargpeng: 15 secs
tricobalt: 30 secs
plasma mine: 30 secs (silly to fire it without dispersal pattern)
breen cluster: 45 secs.

the firing order:
Fore: Breen cluster, hyper-plasma, tricobalt, harghpeng.

*You can replace the tricobalt with the omega torp.

opening salvo is the full fore loadout from 6km range using omega1... by 2km you should have unloaded all ammo and even tossed an extra hyper plasma trio of unbuffed torps.
aka, by the time you break off @1km there is a massive ball of torps just 1km behind you.
Toss plasma mines out as you break off.
I use dispersal 3.
I use plasma because all my dmg consoles are plasma based. plus the tricobalt torp being fired triggers 15s cooldown on tric mine so.. it throws timer off.

anyways.. you toss the mines out at 1km, break away while still under omega1 speed boost.
when you see your ball of torps hit, hit atk beta 1, fire the breen cluster and swing the nose around.
just as you swing around atk omega effect will wear off.
As you swing around the plasma mines will 'trigger' and the cluster torp will be halfway to target.
Fire all available fore weapons... what this does is the hargpheng fires..and its SO fast it will hit the target and inflict beta1 on it.. just as the plasma mines breen cluster mines are about to hit it.
bewm.
big time hull damage furious super stacked plasma burn from your 3x stacked heavy plasma torp dot harpheng dot stacked plasma mine dot stacked triple regular torpedo plasma dot.
...and it will have 1 more trio of hyper-plasma torps on the way and perhaps an unbuffed tricobalt too.
The reason for tossing the breen cluster out the rear is that under heavy AI aoe beam fire it will saturate the target with mines to hit..the plasma mines and the breen mines and all have a higher chance of hitting.

do you still use honor guard set ?
KHG or Romulan mk12 set work very nicely with this. The KHG is best but you should start with the romulan set first until you get used to the setup..the KHG will boost the damage but you need to fire the torps much closer since they slower...and you get caught in your own torp blasts.

Boff layout:

Cmdr Tac: HY1, HY2, Omega 1, Dispersal 3
Lt Cmdr Tac: Tac Team1, Beta1, Omega1
Lt: Your choice.
Lt: Your Choice.

The LT slots are up to you. I have multiple LT boffs for this ship depending on what im doing.

STF: Hazard 1, Repulsor 1; emg to engine1, aux to dampenern- This enables me to remain mobile, heal and repulsor to fix any screw ups from pickup teams.


PVP: Hazard 1, Scramble Sensors 1; Mask Energy Sig 1, Scramble sensors 1 - This enables me to heal, re-cloak if im forced out of cloak and dual scramble sensors are godly with the doff that adds 10 seconds to enemy timers...plus scramble sensors breaks tractor locks.

Doffs.. 3 torpedo timer reduction doffs and 2 scramble sensors doff.

Flow Capacitors - tachyon beam particle burst tyken rift (LT level)

Decompiler - increases duration of disabling abilities (tricobalt mines/torps, photonic shockwave torpedo, etc).

Countermeasures - jam sensor, scramble sensors.

Particle - Grav well and particle burst.
Note: Flow Capacitor and Countermeasures are a must.

Those are your key b'rel lt level ability stats.

For sci captains (sci support torpedo brel) :

The above plus Graviton- photonic shockwave
shield emitters - (improves your heals to team)
here is a lobi store build. very price

http://www.stoacademy.com/tools/skil...ild=cmdbop_993

here are my cheaper rep torpedo builds for science and a tactical captains

http://www.stoacademy.com/tools/skil...d=boptest1_993

http://www.stoacademy.com/tools/skil...d=boptest2_993
Jean-Luc Picard to Cryptic.

" Can anyone remember when we used to be explorers? "

Last edited by unheard1978; 11-07-2013 at 04:04 AM.
Starfleet Veteran
Join Date: Feb 2013
Posts: 54
# 1015
11-08-2013, 02:10 PM
Hello truthseeker10368 & dontdrunkimshoot, thank you both for your detailed posts for my ship!
It's truly appreciated it and I look forward to working on it this weekend.
MY PERSONAL TIMES: ISE:12:39 - KASE: 11:46
Survivor of Romulus
Join Date: Aug 2012
Posts: 42
# 1016
11-23-2013, 09:00 AM
Hi all, first off this thread is awesome! I don't do alot of PVP mainly with fleet mates and friends but would like to get better.

Here is a link to my bug and was wondering what I can do to make it more devastating and what doffs you all suggest using.

http://skillplanner.stoacademy.com/?build=pjlbug2_0

Thanks in advance and hope to see you on the battle field

Edit:

I should mention I have a full Fleet dual heavy Accx2 Dmgx2 poloron setup with blue MK12 consoles and the MK12 Jem'hadar set.

Last edited by pjlietz1; 11-24-2013 at 03:15 PM.
Career Officer
Join Date: Jun 2012
Posts: 120
# 1017
11-23-2013, 10:36 AM
I am looking for a sci/sci build that can navigate high-end pre-made pvp and also do enough dps to quickly clear pve.

Currently I have a sci/healer setup and it's worked ok thus far but tbh, it is basically unneeded in pve.

Ship: Wells

Equipment
Fore Weapons: Grav Torp; 2x rapid fire transphasics
Aft Weapons: omni-directional beam; 2x rapid fire transphasics
Deflector: Elite Fleet
Impulse: MACO
Warp: Elite Fleet Reinforced [REP] [S->A][WCap][AMP][SSS]
Shields: MACO

Devices: RMC; Shield Bat; Field Modulator
Engi Consoles: Neutronium [+HullRep]x2; Spatial Charge
Sci Consoles: 2xVoth sci consoles shield emitters; 2xEmbassy particle gen
Tac Consoles: Nukara Particle Converter; Tachyokinetic; Tipler

Stations
Lt.Com Uni: EPTS 1; Ext. Shield 1; A2SIF 2
Lt. Uni: Jam Sensors 1; Scramble Sensors 1
Ensign Eng: EPTA 1
Comm. Sci: PH 1; HE 2; Sci Team 3; Grav Well 3
Lt. Sci: Tractor Beam 1; TSS 2

Doffs
- Maintenance Engineer (Increase healing skills when using EPTA)
- 2x Damage Control Engineers (Emergency power recharge reduction)
- Developmental Lab Scientist (recharge reduced for Sci Team)
- Gravimetric Scientist (aftershock GW)


The build seems to work well for healing as the 2pc. MACO + fleet deflector push cooldowns low enough to rely on 1 copy of my sci skills. I just haven't been able to find a way to balance out the healing with lower level skills to allow for more offensive setups. Anytime I try for pure CC/particle damage builds I lose so much survivability.

Really interested in thoughts - I'm open to any ship/equipment/boff advice.

Thanks!
Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 1018
11-28-2013, 04:34 PM
every time i wanted to sit down and go over thes posts the last week i got sidetracked, by all the insulation and drywall hanging to be done out in the garage

Quote:
Originally Posted by pjlietz1 View Post
Hi all, first off this thread is awesome! I don't do alot of PVP mainly with fleet mates and friends but would like to get better.

Here is a link to my bug and was wondering what I can do to make it more devastating and what doffs you all suggest using.

http://skillplanner.stoacademy.com/?build=pjlbug2_0

Thanks in advance and hope to see you on the battle field

Edit:

I should mention I have a full Fleet dual heavy Accx2 Dmgx2 poloron setup with blue MK12 consoles and the MK12 Jem'hadar set.
is this for pvp? that looks well suited to pve, but wont work to well in pvp.

DC's, lose those, they are no good. your gunna want 4 DHCs instead.

for pvp on an escort, a non cloaking one at least, both EPtS and EPtE is basically essential, and you can fit both on the ship with 1 copy of each and damage control doffs. anything from 3 blues to 2 or 3 purples should be farily reliable for this. consoles and equipment are ok otherwise. AtS and HE1 are good on a ship like that, some people like to have RSP but you dont need it on something that fast imo.

since your just running cannons, for the rest of your doffs you cant go wrong with shield distribution doffs, giving you a shield heal with brace for impact.

APB is a good pve power, but wont get you anywhere in pvp really. try this instead

TT1, CRF1, APO1, APO3
TT1, APD1, CRF2

APO3 and CRF2 will get you higher spike then CRF3 and APO1 will. and with APD, you will alays have an attack pattern running, and that will give you extra resistence between APOs

thats pretty much your typical all cannon pvp escort build
Empire Veteran
Join Date: Jun 2012
Posts: 6,671
# 1019
11-28-2013, 06:44 PM
Quote:
Originally Posted by clintsat View Post
I am looking for a sci/sci build that can navigate high-end pre-made pvp and also do enough dps to quickly clear pve.

Currently I have a sci/healer setup and it's worked ok thus far but tbh, it is basically unneeded in pve.

Ship: Wells

Equipment
Fore Weapons: Grav Torp; 2x rapid fire transphasics
Aft Weapons: omni-directional beam; 2x rapid fire transphasics
Deflector: Elite Fleet
Impulse: MACO
Warp: Elite Fleet Reinforced [REP] [S->A][WCap][AMP][SSS]
Shields: MACO

Devices: RMC; Shield Bat; Field Modulator
Engi Consoles: Neutronium [+HullRep]x2; Spatial Charge
Sci Consoles: 2xVoth sci consoles shield emitters; 2xEmbassy particle gen
Tac Consoles: Nukara Particle Converter; Tachyokinetic; Tipler

Stations
Lt.Com Uni: EPTS 1; Ext. Shield 1; A2SIF 2
Lt. Uni: Jam Sensors 1; Scramble Sensors 1
Ensign Eng: EPTA 1
Comm. Sci: PH 1; HE 2; Sci Team 3; Grav Well 3
Lt. Sci: Tractor Beam 1; TSS 2

Doffs
- Maintenance Engineer (Increase healing skills when using EPTA)
- 2x Damage Control Engineers (Emergency power recharge reduction)
- Developmental Lab Scientist (recharge reduced for Sci Team)
- Gravimetric Scientist (aftershock GW)


The build seems to work well for healing as the 2pc. MACO + fleet deflector push cooldowns low enough to rely on 1 copy of my sci skills. I just haven't been able to find a way to balance out the healing with lower level skills to allow for more offensive setups. Anytime I try for pure CC/particle damage builds I lose so much survivability.

Really interested in thoughts - I'm open to any ship/equipment/boff advice.

Thanks!
for a pvp sci ship that looks quite solid actually. you might enjoy ISO on there too with that particle buffing, for when you get folks stuck in your GW. looks like a build that will benefit from that 6th doff slot too.

that is the problem with ships like that though, they just dont do anything in pve
Starfleet Veteran
Join Date: Jun 2012
Posts: 533
# 1020
11-29-2013, 08:20 AM
Jem'Hadar Escort Carrier

The JHEC is often over shadowed by the other members of the Jem'Hadar family.

It's not a true escort like its little brother, and it's not a true carrier like its big brother.
It kinda fits somewhere in between and if anything, to me it screams flight deck cruiser.

With that in mind I started looking at cruisers and Aux2batt builds, particularly DDIS' Excelsior build.

Weapons

6 Beam array, 1 KCB

Boffs

TT1, APD1/APB1, FAW3, APO3
EPtS1, A2B1, DEM
EPtW1, A2B1
ET1, RSP1

HE1

Equipment

Borg/Omega engine
Borg/Omega deflector
Elite fleet shield

Hanger

Yellowstones/Scorpions

Consoles

Borg, Tackyo, Nukara, Leech (Mine Eng consoles)
0point, BIC (Embassy Sci consoles)
4 Energy consoles

Doffs

3 Tech doff, 1 Marion, 1 RSP doff, (1 Warp core debuff clear)


This build is far from perfect, there is the little problem of Aux2batt putting your aux power levels in the toilet for a lot of the time which will affect the cooldown on your hanger pets, aux batteries will help with that though.

Low aux also means that you are not getting much out of the the Nukara T4 passive and you'll only have 3 out of the 4 sub-systems over 75 all the time for an AMP core.

Also note that the JHEC does not get the bonus 10% defence that escorts normally get.
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"The Road To Arc Is Paved With Good Intentions"
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