Captain
Join Date: Aug 2012
Posts: 3,553
# 11
10-18-2012, 09:26 PM
Alright... interesting build. It doesn't match my playstyle (can't stand polaron for some reason), and I personally really don't like the hargh'peng. Here's how I run my qin, so you'll see the differences.

Fore Weapons:
Disruptor DHCs x3, Photon Torp x1
Aft Weapons:
Disruptor Turret x3

Shield: KHG Covariant Shield Array
Deflector: KHG Positron Deflector Dish
Engine: KHG Combat Impluse Engines

Devices: Subspace Field Modulator, Deuterium Surplus

Engineering Consoles: Electroceramic Hull Plating x2/Diburnium Hull Plating x2 (depends on what I am doing), Monotanium Alloy x1
Science Consoles: Inertial Dampeners x1, Power Insulators x1
Tactical Consoles: Disruptor Induction Coil x3, Assimilated Module x1

BOff:
Cmdr Tactical: TS1, CRF1, APB2, APO3
LtCmdr Tactical: TT1, CRF1, APB2
Ens Tactical: TT1
Lt Engineering: EPtS1, EPtW2
Lt Science: HE1, TB2

I forget my duty officers, but you can see what the basic idea is behind my ship. Use disruptor breach combined with APB2 to basically optimize my damage on the target, while I also have APO3 in case I need to add a little burst damage. For defense, I have EPtS, and for power balance I have EPtW2, mostly out of habit leftover from my fed side, but it still works well. The science consoles are kind of must haves, with giving me additional resistance to holds, and also gives me anti-drain defense. The borg module is just there because it works. On anything. XD.

Sooo yeah, slightly different plans there. But overall, your build is interesting, but needs a few tweaks to optimize it. Listen to biteme, he knows his stuff lol
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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Ensign
Join Date: Oct 2012
Posts: 4
# 12
10-20-2012, 07:06 AM
Thanks for the advice guys, I'll alter my setup a little.
Lt. Commander
Join Date: Sep 2012
Posts: 200
# 13
10-22-2012, 02:58 PM
Quote:
Originally Posted by hereticknight085 View Post
Science Consoles: Inertial Dampeners x1, Power Insulators x1

...
...

The science consoles are kind of must haves, with giving me additional resistance to holds, and also gives me anti-drain defense.
That or up your shields with field generators

You never EVER have enough shields, just look at a Borg cube
Career Officer
Join Date: Jun 2012
Posts: 735
# 14
10-23-2012, 06:03 AM
What are you fighting? If it's not other players, the Har'peng torp is not any good. You have the tools to remove the shields from your target, and would be better served with a pure kinetic killer. If you run STFs, I'd recommend a good photon launcher and two copies of high yield torpedo. (has better DPS than quantums)
Career Officer
Join Date: Jun 2012
Posts: 539
# 15
10-25-2012, 01:01 PM
If you aren't in a Fleet Qin, and you decide to stick to no beams or other torps, consider the Mirror Qin for its Ensign Engineer (unless they haven't fixed it yet?)

The Fleet Qin really should have had a universal Ensign slot... and a decent pivot point... *sigh*
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Captain
Join Date: Jun 2012
Posts: 1,200
# 16
10-25-2012, 01:09 PM
I believe they fixed the mirror. It was in a patch, if I recall?

I haven't gone back to check it out. I mainly use a different craft.
Ensign
Join Date: Jun 2012
Posts: 28
# 17
10-25-2012, 01:33 PM
exactly why i changed to the mirror qin. when running an all energy build what do you do with that last tac ensign....nothing. at least i have shield heal with the mirror version.
Captain
Join Date: Jun 2012
Posts: 1,200
# 18
10-25-2012, 01:40 PM
That ens slot is all but useless. It's one thing I don't like on most escorts.

The escorts that move it to eng or sci are much more useful. Then you can put it to EPTS or TSS or polarize hull or something.


The real problem is that the tac skills at ens level all suck. They need to move CRF 1 through 3 down 1 rank. THEN you'd have a use for it at the ENS level. You'd put CRF1 on it then more useful things at the ltcdr or cdr level.
Career Officer
Join Date: Jun 2012
Posts: 539
# 19
10-25-2012, 03:19 PM
I run TT1/TT1/TS1 (sepread) on most of my 3-tac "escort" builds. Works well for me with 3x cannons and a quantum front, 2 x turrets and an array (with BO3). ymmv. If the cutter beam is effected by beam abilities, I may just swap that in in Season 7...
Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond 'Iw HaH je Hoch!
Starbase 5-5-4-4 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
Captain
Join Date: Jun 2012
Posts: 1,200
# 20
10-25-2012, 03:30 PM
The problem with TS1 is that it's a really weak torp weapon skill. It's a pale pale comparison to TS3 available at the ltCDR rank. If I want to run a torp or quantum on an escort, TS3 all day, baby!!!

But for an ens level skill it's not worth it. I'd probably rather run a BO1 with a DBB, but even then you're not getting the same crit rate as DHCs. Overall running 4 same type weapons on front is best for optimizing damage.

Lately I've been running 2 copies of CSV, 2 of CRF, and the 2 ens slots as tac team 1, and I just chain whatever is needed plus the nearest available tac team for a damage bonus. I might waste a third ens slot on BO but I really hate the ens options for cannon builds.

I ran a DBB build in an escort and got it running darned decent DPS (not as good as the best DHC builds, but way better than even a sloppy DHC build). There I had more beam skills at ens level that I could employ. Overall I got top or near top dps in almsot every stf.

I wish I had that flexibility with cannons. Their slots being 1 rank up really shafts you. That and the DHC extra crit rate. That crit makes a difference.
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