Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-07-2012, 10:48 PM
Quote:
Originally Posted by MandoKnight View Post
As a Cruiser captain, my goal is to keep the Cube looking at me, since I can take (most of) what it dishes out for at least a short period of time, hoping that the Escorts take advantage of the distraction and crush my target.
As a Sovreign I can quite easily tank an Elite Cube, the trick is to fly 5k above it out of torpedo arc and run your cooldowns. You can hit Evasive manuvers and run away with out losing Agro if you need to heal up and refresh cooldowns. If I ever had a Healer I don't think I'd need to run away. But you usually get Mocked for trying to form a Tank, Healer, DPS, DPS, DPS group for STFs. And in a PuG you'll never get a healer, and rarely a competant Tank. Unless you get the group where everyone is a Tank.

Quote:
Originally Posted by MandoKnight View Post
If you're in a BoP, you should be ready to Battle Cloak at an instant if you get more aggro, since the enemy will generally break you in half if it looks at you angrily unless you carry a lot of defensive consoles and boffs.
I'd argue battle cloak every 20s in STF's, Remember you don't need to disengage and you lose threat. Oh yeah and you get a DPS boost for cloaking.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-08-2012, 05:05 AM
Are we in the same thread? The thread where the OP is having a bit of a time in PVP and he has a BOP?

This isn't about B'rel Retrofits and its not about STF's.

If you want to use some science abilities to help the OP achieve his two goals you go ahead and you post a nice equipment and bridge layout that will do that. I posted a tactical solution. It works. How you can equate a high burst/survivability with battlecloak solution to something that escorts do better I'm just not sure. You decloak, kill a target, and cloak. What more do you want? Where's the better? Will I DEM2 down the entire team after snaring them in my warp plasma? I mean you can mix in those abilities, but why would you? What are you going to give up from tactical? And exactly how is that going to work?

Sorry you couldn't make tactical work out. The solution I gave will satisfy both of the OP's questions. I specifically stated it was a TACTICAL solution at the start of my post. It is simple implement and has the benefits he requested.

Post your own solution using your bridge and equipment and tactics for the OP if you want to be helpful and have the desire to show a build showing a science or engineering slant.

Cheers and ty for reading
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-08-2012, 07:07 AM
Quote:
Originally Posted by Iamid
I'm going to assume you're a Tac Captain.

1. Doffs use 2-3 Shield Distribution Officers w/2 green or better hazard Doffs. The goal is to have a probability of the Shield Dist Doff ~100% of the time and the +15% x 2 resists every time you use BFI. At max Aux you should see ~1k shield regen/sec per facing from each shield dist. doff that triggers and ~ 3k/siding instant heal. It's basically like getting a free high level TSS and mini PH (resistance boost that is)every time you use BFI. See link below mutually exclusive section on probability.

http://en.wikipedia.org/wiki/Probability

2. Use Warp Core engineer for + power levels to all systems on trigger. This increases your damage and survivability, don't under estimate this.

Try using Omega shields/Deflector w/Aegis Engines. The Engines will give you +5% defense, the shields will give you a speed & turn rate proc, the deflector gives you a targeting boost. The tet glider is going to be nerfed, but it'll still give free damage.

All Energy weapons should have no less then 1 Accuracy proc. Phasers are OP imo, but still no reason not to keep a set in your inventory should a need arise. Using CRF w/Phasers you'll notice a high level of shield facing drops, you can use this w/a BO or Torp HY for high spike alpha.

If you want to last longer, but still have a decent alpha try commander TAC slot w/Tac team 1, HYT2, CRF2, CRF3. Lt. Commander slot epts1, epts2, aux2sif2. Lt sci TB1, HE2, and LT sci PH1, Sci Team 2. This gives you some Tackle, High DPS, 3x shield heals, 2x hull heals, 1 hull resist/anti tractor ability. You still have BFI up your sleave as well. The Aux2sif will provide spike hull heal/resist, while the HE2 can provide resist and ~1k/sec HoT for 15 sec.

Later if you want you can drop the Aux2sif for EWP for an additional slow/tackle or add DEM. Though you'll then only have 1 hull heal every 45 sec, so you'll need to practice positioning to avoid dps, and apply it.

Also, when facing a FaW team don't decloak in the firing range of multiple enemy vessels. You'll likely lose 20-50% of your hull in the time it takes the shields to raise from the decloak.
Not to minimize the contribution others had on this post, but this one posted by lamid is in my opinion one of the best advices that OP could get.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-08-2012, 11:27 AM
Quote:
Originally Posted by Thissler
Are we in the same thread? The thread where the OP is having a bit of a time in PVP and he has a BOP?

This isn't about B'rel Retrofits and its not about STF's.

If you want to use some science abilities to help the OP achieve his two goals you go ahead and you post a nice equipment and bridge layout that will do that. I posted a tactical solution. It works. How you can equate a high burst/survivability with battlecloak solution to something that escorts do better I'm just not sure. You decloak, kill a target, and cloak. What more do you want? Where's the better? Will I DEM2 down the entire team after snaring them in my warp plasma? I mean you can mix in those abilities, but why would you? What are you going to give up from tactical? And exactly how is that going to work?

Sorry you couldn't make tactical work out. The solution I gave will satisfy both of the OP's questions. I specifically stated it was a TACTICAL solution at the start of my post. It is simple implement and has the benefits he requested.

Post your own solution using your bridge and equipment and tactics for the OP if you want to be helpful and have the desire to show a build showing a science or engineering slant.

Cheers and ty for reading
Well, I'll post my Hegh'ta build, but regarding which BoP the OP was asking about, that wasn't initially made clear.

I run it with 3xDHC, 1 tricobalt up front, and 1 turret and 1 quantum at the back, although I swap the torpedos and aft weapons about quite a bit as the situation dictates.

I run Tactical Commander, Science Liuetenant Commander, and Engineering lieutenants.

Tac Cmdr: TT1, HYT2, APO1, CRF3
Sci Lt Cmdr: TSS1 or ST1, HE2, PSW1
Lt Eng: Epts1, RSP1
Lt Eng: Epts1, Aux2sif OR DEM1

This is setup works fine for me. In addition to the normal alpha strike preperations, I brace for impact and roll the first epts1, hit them with photonic shockwave, cut through a shield facing, and land a tricobalt in there. Using regular torpedos it's easier (no potential for splash back for onething), but not as hard punching, with the tricobalt it can lead to a "one shot kill" quite often. But the PSW is also a very quick means of taking out any incoming heavy torpedo, boarding party or mines headed your way, as well as throwing a bit of kinetic damage in all directions, and works well when timed with a subnuc to crack a tank open if you're flying as or with a science captain.

The reason I suggest using non-tactical for the lieutenant commander is because aside from battle cloaking, what you've essentially got with the tactical commander/lieutenant commander is a Raptor with battle cloak and greater agility, but a lot less firepower and one less boff power. By putting another profession in there you can use an offensive science or engineering power without compromising your means of keeping your ship in one piece. I'd never consider using DEM or Tractor beam on a Raptor, and you can't use EWP or PSW, but the BoP gives you those options.

I'm not saying your build won't work, but in my own experience, the Raptor worked better for that sort of straight up tactical layout. Also with tactical initiative, I find having just the commander for tactical powers is plenty a lot of the time, and if I find I'm wanting to have another CRF or TT, I can just swap a tactical into one of the engineering lieutenants spots. I found the BoP far more fun and effective when I stopped trying to drive it like a regular escort, and it's real strength lies in it's ability to combine high tier boff powers from more than one profession. Please don't take my disagreement with your view on the BoP as a personal attack of some sort, it's just a difference of opinion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-08-2012, 05:20 PM
For a beginning BoP player, this is what I would suggest:

Commander: TT1, TT2, CRF2, CRF3
LtC: EPtE1, EPtW2, EPtS3
Lt. HE1, TSS2
Lt: HE1, TSS2

Put your weapons and engines at 75, and don't slow down. Yes, you will be making passes on your target, but as people begin to target you, you have a lot of maneuverability. These defenses will hold up well, and when you get in trouble, use EM and you will rocket out of there (due to your high engine power).

I like high speed as it helps in many situations. You are harder to tractor, you can normally get out of Gravety Wells with little difficulty, when they hit you with Tykon's Rift, you are normally out of the range before it takes effect, etc.

Along with that, you have an equivalent of 5 shield skills,and 2 hull heals. With the 3 EPtX skills, it helps on disables (target system attacks), and yet you can still do damage with your cannons. For loadouts I would go with 4DHC, and 2 Turrents (I prefer phasers or polarons due to disabling ability - which helps with your defense). I also use shield and eingine batteries for emergencies when my engines or shields go offline.

I am an engineer, so with that setup, I'm not easy to take down 1v1 - unless I get critted by a BO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-08-2012, 10:02 PM
Quote:
Originally Posted by Koopa27 View Post
Start by chaining 2 power to shields, 1 and 2 work great. Then add in at least one Tac team, 2 are better but 1 with some doffs could work. Add in a transfer shields and a high engine setting, something like 100/25/50/25. That should be a good start.
Thats some pretty good advice... My build is very simular and it works great
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-08-2012, 10:08 PM
I'll lay it out for any that have trouble with the heavy bop or brel. They are not escorts, science, battle cruisers/cruisers or anything else. They are what they are called so you have to do two things and I'm not going to list out my biased skills but I will say this. You need a proper offensive line up that meshes well and then use the 2nd half of your skills for escape/egress. You either destroy your target 2-5 seconds out of cloak or not at all when your down to 15 seconds if you have not killed your target or it is not almost dead thats when you get out of the building to safety. Sitting trying to tank a cube or whatever is not what its designed to do its a hit and run ship. One of the best begineers setups is a sci using beta 3 and sensor scan with a pile of aux batteries so you can nullify defensive boosts from the enemy (just a thought since i've been hearing people wondering why they can't kill anything unless they are a tact in one of these which is very untrue).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
03-11-2012, 07:58 AM
TY for posting your build. I can see how there may have been a bit of confusion as to what my build is intended to do. It's intent is to give maximum burst damage over a period of five to ten seconds and then survive until cloak is available. And it does. You can easily dish out enough damage to vaporize your opponent before they can react. Granted that's because BO3 is messed up at this time, but there it is. You could do this build with just a higher level of CRF and get good results, but then you do cut your potential burst down by a bit.

You only need to survive for 20 seconds. So any line of thinking that involves "Oh I need to keep many heals on hand to live" is [EDIT: non battle cloak] type thinking. The two LT eng and sci give more than enough over the twenty second duration. Remember that your attack patterns will be huge defensive buffs. You open with Omega 3 and if you are still exposed when Delta comes up you use Delta. Delta gives you resistance buffs if you are being fired on, and it debuffs your attacker. So the tactical build will give at least an equal number of defenses up at any time and equal or greater number of offensive buffs and debuffs.

So if you decide to hang out exposed you still have 3 to 4 defensive abilities that you could be running at any given time while still having the great damaging abilities. But you're not likely to do that unless its hugely advantageous for you. Because in no way shape or form are you flying an escort. You have battle cloak. Sure I suppose 5 seconds of plus 15% damage sounds teeny. Or maybe moving around to gain an advantage in position on your opponent doesn't seem like a big deal. Regaining the initiative may just not shine for some people. But I promise you that the ability to dump huge gobs of damage every 30 seconds or so where ever you want to is key.

And that is what I've been advocating. Not flying like an escort. Sure those may be abilities commonly found on escorts but the manner in which a BOP gets to apply and then reapply them at will is what sets it apart.

Again TY for posting your build. I did run DEM 1 for a week or so to try it out. The idea was to run it as a second attack buff with CRF. Although I'm sure it had some value most of my opponents were already dead or as good as dead. Or they were fit as fiddles and it was time to run. Front loading DEM with CRF in the initial strike didn't seem to make to much of a difference in the outcomes. So I'm moving to an Aux to structural with an epts2 to mesh with the polarize hull and hazards. If you care you may want to swap APO3 and CRF2 into your build. You will get better damage overall that way. Remember that Omega will be buffing damage for longer than the duration of CRF and it buffs all your attacks so that will be nice. Also you only have one tractor immunity so you may want to put in a polarize hull. Its hard to heal thru hull critical hits and if you get a good tractor on you that is what you'll be seeing.

Cheers and happy flying!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
03-12-2012, 05:41 AM
Yeah, it's a build that's always in flux for me. At one point, I had a commander sci so I could drop Tyken's Rift or Gravity Well III on somebody, although since coming back, I've not been specced into those anymore.

I may check out swapping omega and CRF around, I'm also going to consider dropping one of the engineers for a science boff to get polarize hull and tractor beam in there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
03-12-2012, 08:15 AM
A b'rel is unkillable if you have enough time to react.
Even my bortas tank was easier to kill because i couldn't escape angry escorts.

Try using APO III, evasive maneuvers and the impulse burst console (you can pick it up at the exchange). Then cloak (you can buff yourself while cloaking and you have +50% def and a little more speed and turnrate).
Set your power ratings to 100 for weapons and 50 for engines.
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