Empire Veteran
Join Date: Jun 2012
Posts: 1,143
# 11
08-14-2012, 08:50 PM
You have 4 Team skills. Two will always be in cool down. Consider changing 2 of those.
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Empire Veteran
Join Date: Jun 2012
Posts: 795
# 12
08-14-2012, 08:58 PM
Quote:
Originally Posted by medikles View Post
Helps Attack Pattern Omega to counter the Warp Plasma debuff as well?
With the movement debuff from the warp pee yes, but not with the plasma burns.

-= ISE: 12:19 -=- CSE 12:41 -=- KASE 11:59 -=- HSe 8:06 total =-
-= KAGE 5:43 =-
[7:07] [Combat (Self)] Your Dual Disruptor Banks - Overload II deals 123086 (41096) Disruptor Damage(Critical) to Assimilated Carrier.
Captain
Join Date: Jun 2012
Posts: 668
# 13
08-14-2012, 09:07 PM
The Phased Tets are fine... don't let people convince you that [acc] is the only way to go... if you are a tactical Captain go with [crtH]x2 on them.

I would consider either going 4 DHC... or if you like the idea of torps go with 2 launchers and use 2-3 Torpedo Doffs. This will keep your torps flying fast... and yes the KHG bonus rocks so imo going 5 Energy Consoles... and using KGH with 2 launchers would be a very solid Build. My Bug is on the fed side so I go all energy... if I had it on the klink side I would go 2 Quantums myself.

Consider the following... and also keep in mind you can go Say one Photon on Quantum or something like that the KEY is 2 make sure you use a MIN of 2 Torp Doffs for the cool down reductions.

Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
Tac Team 1 - Rapid Fire 1 - Omega 1

Emergency Power to Shields 1
Emergency Power to Shields 1 - RSP 1

Hazards 1 - Transfer Shield S 2

2 DHC - 1 Quantum - 1 Photon
3 Turrets

5 Tet Dmg units

ALT BUILD FOR Tactical Captain
Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
Tac Team 1 - Rapid Fire 1 - Omega 1

Emergency Power to Shields 1

Tractor 1 - Hazards 2
Tractor 1 - Transfer Shield 2

I label this one tac... cause get as much CrtH on your weapons as you can... and with alpha up and a tractor you don't need no stinking acc. If you run this build consider using one EPS unit so you can switch to an aux setting to get the most out of Hazards 2 and TSS 2... cause you will be down the RSP oh nos button.

Last edited by husanakx; 08-14-2012 at 09:10 PM.
Captain
Join Date: Jun 2012
Posts: 787
# 14
08-14-2012, 09:17 PM
Thanks for the tips everyone...especially about the 4 team abilities and their shared cooldown...definitely going to change some stuff around there.

However, I don't think I'm going to be changing to all energy weapons any time soon because I'm using Tetryon based weapons so 1 more DHC is not as beneficial as if I were using anti-proton or disruptors. I'm not sure how many of you have tried Quantums with high yield 3 + double Honor Gaurd torpedo bonus, but it really is quite damaging. I could pew-pew their hull all day with my tetryons or send 1 high yield volley at them and take their hull down 50-100%.

I am curious about the Zero Point console vs. another Tetryon console. On the one hand, I'm firing my Tetryons constantly so it would obviously help to have more damage there, and on the other hand, the spike damage of the torpedoes on bare hull is amazing, and any increase to that I feel can not be underestimated. Also, I've heard there are diminishing returns when using multiple consoles of the same type, so how much would a 5th Tetryon console actually increase damage compared to how much a single Zero Point Console would increase it?
Captain
Join Date: Jun 2012
Posts: 787
# 15
08-14-2012, 09:35 PM
Quote:
Originally Posted by husanakx View Post
The Phased Tets are fine... don't let people convince you that [acc] is the only way to go... if you are a tactical Captain go with [crtH]x2 on them.

I would consider either going 4 DHC... or if you like the idea of torps go with 2 launchers and use 2-3 Torpedo Doffs. This will keep your torps flying fast... and yes the KHG bonus rocks so imo going 5 Energy Consoles... and using KGH with 2 launchers would be a very solid Build. My Bug is on the fed side so I go all energy... if I had it on the klink side I would go 2 Quantums myself.

Consider the following... and also keep in mind you can go Say one Photon on Quantum or something like that the KEY is 2 make sure you use a MIN of 2 Torp Doffs for the cool down reductions.

Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
Tac Team 1 - Rapid Fire 1 - Omega 1

Emergency Power to Shields 1
Emergency Power to Shields 1 - RSP 1

Hazards 1 - Transfer Shield S 2

2 DHC - 1 Quantum - 1 Photon
3 Turrets

5 Tet Dmg units

ALT BUILD FOR Tactical Captain
Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
Tac Team 1 - Rapid Fire 1 - Omega 1

Emergency Power to Shields 1

Tractor 1 - Hazards 2
Tractor 1 - Transfer Shield 2

I label this one tac... cause get as much CrtH on your weapons as you can... and with alpha up and a tractor you don't need no stinking acc. If you run this build consider using one EPS unit so you can switch to an aux setting to get the most out of Hazards 2 and TSS 2... cause you will be down the RSP oh nos button.
Ah, I was typing my post up as you posted. I have never actually tried running 2 torpedoes before. How do the cooldowns work? Can you explain the difference in cooldowns between a single Quantum Torpedo Launcher vs. 2 Quantum Torpedo Launchers vs. 1 Quantum + 1 Photon Torpedo launcher? Also, I'm not sure what you mean by "Tractor 1 - Hazards 2" and "Tractor 1 - Transfer Shield 2."
Captain
Join Date: Jul 2012
Posts: 1,273
# 16
08-15-2012, 01:04 AM
Quote:
Originally Posted by skurf View Post
Ah, I was typing my post up as you posted. I have never actually tried running 2 torpedoes before. How do the cooldowns work? Can you explain the difference in cooldowns between a single Quantum Torpedo Launcher vs. 2 Quantum Torpedo Launchers vs. 1 Quantum + 1 Photon Torpedo launcher? Also, I'm not sure what you mean by "Tractor 1 - Hazards 2" and "Tractor 1 - Transfer Shield 2."
Tractor 1 = Tractor Beam 1 (Ensign level power)

Hazards 2 = Hazard Emitters 2 (Lieutenant level power)

Transfer Shield 2 = Transfer Shield Strength 2 (Lieutenant level power).

He's suggesting what to fill your Ensign and Lieutenant Science slots with.
Captain
Join Date: Jul 2012
Posts: 1,273
# 17
08-15-2012, 01:07 AM
Quote:
Originally Posted by skurf View Post
Thanks for the tips everyone...especially about the 4 team abilities and their shared cooldown...definitely going to change some stuff around there.

However, I don't think I'm going to be changing to all energy weapons any time soon because I'm using Tetryon based weapons so 1 more DHC is not as beneficial as if I were using anti-proton or disruptors. I'm not sure how many of you have tried Quantums with high yield 3 + double Honor Gaurd torpedo bonus, but it really is quite damaging. I could pew-pew their hull all day with my tetryons or send 1 high yield volley at them and take their hull down 50-100%.

I am curious about the Zero Point console vs. another Tetryon console. On the one hand, I'm firing my Tetryons constantly so it would obviously help to have more damage there, and on the other hand, the spike damage of the torpedoes on bare hull is amazing, and any increase to that I feel can not be underestimated. Also, I've heard there are diminishing returns when using multiple consoles of the same type, so how much would a 5th Tetryon console actually increase damage compared to how much a single Zero Point Console would increase it?
Apparently, the whole 'diminishing returns' with tac consoles is inaccurate. Each console will derive a percentage of the base, so each console will improve the selected energy damage by the same amount. Engineering consoles, however, presumably have the diminishing returns. Think I've heard this from 2-3 different people.

Also, you're right, I think people underestimate the potential for Quantum Torpedoes. I think most people don't like using them on fast-hitting escorts because they take a little extra time to reach the target, so they might have shields back up over the exposed shield facing by the time the torps reach.
Captain
Join Date: Jul 2012
Posts: 2,192
# 18
08-15-2012, 01:20 AM
Torpedoes are fine imho. I prefer double photons myself, but double plasma work great as well. I just wish the KHS would be available for feds, and MACO for klingons. I could always use some more torpedo dmg.
Captain
Join Date: Jun 2012
Posts: 668
# 19
08-15-2012, 01:30 AM
Quote:
Originally Posted by skurf View Post
Ah, I was typing my post up as you posted. I have never actually tried running 2 torpedoes before. How do the cooldowns work? Can you explain the difference in cooldowns between a single Quantum Torpedo Launcher vs. 2 Quantum Torpedo Launchers vs. 1 Quantum + 1 Photon Torpedo launcher? Also, I'm not sure what you mean by "Tractor 1 - Hazards 2" and "Tractor 1 - Transfer Shield 2."
As someone pointed out I was suggesting you consider trying 2 sci in your universal slots... with a dual tractor beam load out to kill peoples defense values... this will give you a much higher crit rate.

people like acc in pvp to avoid misses... if you hold you reduce defense numbers which accomplishes the same thing... and allows weapons like crthx2 to shine.

Torpedo tubes have a 1 sec global... meaning one fires then 1 sec the next can fire....
Torp Doffs reduce the cool downs if there are any on all tubes... so having muliple doffs and multiple launchers allows you to keep your torps firing very rapidly.

Quantums have 8 second cool downs
Photons have 6 second and do slighly less dmg... they also travel a bit slower...

One of each can be an interesting combo... I mention it mainly because you said you didn't have one good quant yet... and phtotons are cheaper ec wise... one of each isn't a bad option... put tet dmg units in all 5 tac slots anyway... so mix and match torps if you want.
Empire Veteran
Join Date: Jun 2012
Posts: 471
# 20
08-15-2012, 01:35 AM
Add "Sad Panda Cubs" to your chat list.

Just like that too. Spaces and all.

Sad Panda Cubs
If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
They taste the same.
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