Empire Veteran
Join Date: Jun 2012
Posts: 6,533
# 101
11-09-2012, 03:01 AM
Quote:
Originally Posted by heegoo419 View Post
So I pvp a itttle bit here and there and I recently changed my tact build from a DHC and torp build to an all energy weapon build (4 DHC 3 Turrets). And I noticed a significant drop in my DPS both in PvP and PvE and I'm not sure where its coming from. Im not sure if its my timing with my alphas or what but I figured I would ask and see if you all could help.

http://www.stoacademy.com/tools/skil...p?build=ezra_0
that looks like a good build to me. only thing i would really change is 3 to energy armor and 3 to threat control. that will give more energy armor then 6 in in energy armor, and give a little kinetic armor too.

you might as well stick a chrono torp aft to use with the TS, whenever your not facing someone you can proc them. don't worry about specking for damage. you could stick a beam array on their too for an extra beam overload will cannons arent shooting.

if your not doing an much damage as your used too, your proboly just encountering people who know how to tank. the lucky torp to the hull will deal much more spike then all cannons, but all cannons is just plain reliable at dealing big damage in every situation
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Lt. Commander
Join Date: Nov 2012
Posts: 165
# 102
11-09-2012, 04:57 AM
Quote:
Originally Posted by heegoo419 View Post
So I pvp a itttle bit here and there and I recently changed my tact build from a DHC and torp build to an all energy weapon build (4 DHC 3 Turrets). And I noticed a significant drop in my DPS both in PvP and PvE and I'm not sure where its coming from.
I had a 4xDHC+3xTurret build. Then for some reason I removed one of my aft turrets to fit a mine launcher, and my damage output increased dramatically. My guess would be that 7 weapons was just a tad too much for my power levels.

Give it a try. Slot a Beam array, torp or mine launcher in an aft slot. Let me know if you feel any difference. (or if it's just my imagination)
Lieutenant
Join Date: Sep 2012
Posts: 42
# 103
11-09-2012, 06:58 AM
Quote:
]I had a 4xDHC+3xTurret build. Then for some reason I removed one of my aft turrets to fit a mine launcher, and my damage output increased dramatically. My guess would be that 7 weapons was just a tad too much for my power levels.

Give it a try. Slot a Beam array, torp or mine launcher in an aft slot. Let me know if you feel any difference. (or if it's just my imagination)
Quote:
you might as well stick a chrono torp aft to use with the TS, whenever your not facing someone you can proc them. don't worry about specking for damage. you could stick a beam array on their too for an extra beam overload will cannons arent shooting.
I was thinking along the same lines with the power levels just draining too much. Chrono torp with the spread sounds like a good idea while im turning, ill have to do some testing with that.

Thanks
Captain
Join Date: Jun 2012
Posts: 1,118
# 104
11-09-2012, 08:51 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
defiant R/qin

this was the best escort for a wile, even with its undesirable ens station. it had the best turn and a cloak, and is still a competent ship even today. i am of the belief that 4 DHCs are best, they work well in every situation. they don't have a chance to fail doing their thing like running a torp or a DBB can, though when your lucky those can basically 1 shot

4 DHC, 2 turrets, 1 beam array

TT1, CSV1, APO1, CRF3
TT1, APD1, APO1
BO1

EPtS1, EPtS2
TSS1, HE2

station power long form here

the tac ensign is not ideal here, it can be useful when running a beam or torp up front though. here its just going to give you a bit of burst damage wile your main guns arent pointing at your target. you could also use a target subsystem skill there instead. of equip a chronoton torp and slot torp spread to give whoever's chasing you a speed debuff.

CSV's damage is actually just slightly lower then CRF's at level 1, and it can be an extreamly useful ability too at killing spam or dealing full damage to more then 1 opponent in its fireing arc. CRF3 is for your main spike.

the 2 APO are your get out of hold free card, they let you shrug of anything from a tractor beam to warp plasma, and increase your speed greatly. wile those 2 are cooling down, APD will be usable, this is a great defensive skill that increases your defense, or the defense of an ally if you use it on them.

equipment

borg deflector
borg engine
maco shield

consoles

2 turn, 1 neutronium

borg, cloak

4 energy type consoles

doffs

evasive maneuver cooldown reducing conn doffs, shield distribution doffs


this ship is best at hitting and running, stacking all buffs and then decloaking and firing it all at someone. the shield distro doffs will give you an extra shield heal to allow you to tank longer, and being able to use evasive maneuvers more often will let you speed tank, get good position, and GTFO when needed without having to wait. trying to control such a speedy ship and use it effectively will do much to improve your pvp skill.
Must have missed this.

This is similar to mine in a lot of ways, but this is what my build looks like:
4 DHC, 3 turrets
TT1, CSV1, CRF2, CRF3
TT1, APD1, APO1
3rd Tactical Ensign not slotted

EPtS1, RSP1
HE1, TSS2

equipment
maco deflector
advanced fleet hyper-impulse engine [turn]x3 [spd]
maco shield

consoles

RCS mk XII (purple), AMS (swapped with Subspace Jumper or Vent Theta Radiation), Assimilated Module

Tachyokinetic Converter, cloak (swapped with Subspace Jumper)

4 energy type consoles

doffs
shield distribution doffs x3, hazard officer x1, and subnuke doff x1

I realize I am wasting an ensign tactical ability. I know some people like the EPtS2 and 1 cycling, but it just doesn't seem to outpace the damage I've receiving most of the time. EPtS1 and RSP1 seem to be a better combination for me. I've also tried A2SIF1, but didn't care for that either.

Is there a particular reason why no one likes the Hazard Officers? It seems useful...particularly now that people love spamming tricobalt mines.
Empire Veteran
Join Date: Jun 2012
Posts: 6,533
# 105
11-10-2012, 11:35 AM
2 AtB galaxy R

if your like me, this is your favorite ship, and it makes you sad that its the worst ship in game. but, thanks to the magic of AtB, even it can perform better then most cruisers without AtB.

DPS mode

4 single cannons, 4 turrets

TT1, CRF1

EPtS1, AtB1, RSP2, DEM3
EPtA1, AtB1, EWP1
ET1


TB1, HE2

my complete post buff AtB findings

equipment

omega deflector
omega engine
maco shield

consoles

sep console, borg, 2 neutronium

3 flow cap

2 energy damage type

doffs

3 purple tech doffs, 2 bfi doffs

with a tac captain, this will deal significant pressure damage thanks to AtB keeping DEM and CRF1 at ether global cooldowns. tac buffs effect these skills greatly and with them being on so often you are actually quite dangerous 1v1. 2 holds from TB and EWP, both at thier global as well, make it so you dont need high acc mod weapons, you can use high crit weapons instead and enjoy seeing multiple crits in a row, and for every normal weapon crit, DEM crits as well. if you use DEM, you want to do everything in your power to get yourself more crits. RSP2 at global with BFI doffs is great for shield tanking, and HE2 and ET1 should be able to keep your hull healthy too. this build is for those that want to make your galaxy R a bit of a battle ship like it should be, and not fall flat on your face wile doing it.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 11-10-2012 at 12:29 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,533
# 106
11-10-2012, 11:55 AM
2 AtB negvar

here's another build with AtB to make another completely dismissed ship an effective tool again. i find this one a lot of fun to fly, partly because of the lulz factor, and partly because its is a genuine killer.

4DHC, 4 turrets

TT1, CRF1

EPtS1, AtB1, RSP2, DEM3
EPtA1, AtB1, EWP1
ET1


TB1, HE2

my complete post buff AtB findings

equipment

omega deflector
omega engine
KHG shield/ fleet resistant

consoles

borg, neutronium, 2 turn

temporal, leach

3 energy damage type

doffs

3 purple tech doffs, 2 bfi doffs


this build would also work on a vorcha R and fleet ktinga with an aft beam array and BO1, or a mirror vorcha with TSS1.


with a tac captain, this will deal significant pressure, and spike damage thanks to AtB keeping DEM and CRF1 at global cooldowns. tac buffs effect these skills greatly and with them being on so often you are actually quite dangerous 1v1. the 2 turn consoles and the temporal console go a long way toward keeping this thing's nose pointed for DHC use, i honestly don't have much trouble keeping escorts in my sights. since it damages like an escort, the on target up time isn't as important as how hard you can hit when you do get your chance to shoot, and when you do it should be devastating.


2 holds from TB and EWP, both at their global as well, make it so you don't need high acc mod weapons, you can use high crit weapons instead and enjoy seeing multiple crits in a row, and for every normal weapon crit, DEM crits as well. if you use DEM, you want to do everything in your power to get yourself more crits. i personally use AP weapons on this, along with the borg and temporal console, and when i got someone held during an alpha, this will match or exceed the spike potential of a normal escort. i have gotten nearly 800 damage crits from DEM3.

RSP2 at global with BFI doffs is great for shield tanking, and HE2 and ET1 should be able to keep your hull healthy too. all the klingon cruisers can be monstrous damage dealers, and with 2 AtB, they can be as dangerous as escorts, wile being twice as durable
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 11-13-2012 at 01:52 AM.
Career Officer
Join Date: Jul 2012
Posts: 793
# 107
11-11-2012, 08:06 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
2 AtB negvar

here's another build with AtB to make another completely dismissed ship an effective tool again. i find this one a lot of fun to fly, partly because of the lulz factor, and partly because its is a genuine killer.

DPS mode

4DHC, 4 turrets

TT1, CRF1

EPtS1, AtB1, RSP2, DEM3
EPtA1, AtB1, EWP1
ET1


TB1, HE2

my complete post buff AtB findings

equipment

omega deflector
omega engine
maco shield

consoles

borg, neutronium, 2 turn

temporal, leach

3 energy damage type

doffs

3 purple tech doffs, 2 bfi doffs


this build would also work on a vorcha R and fleet ktinga with an aft beam array and BO1, or a mirror vorcha with TSS1.


with a tac captain, this will deal significant pressure, and spike damage thanks to AtB keeping DEM and CRF1 at global cooldowns. tac buffs effect these skills greatly and with them being on so often you are actually quite dangerous 1v1. the 2 turn consoles and the temporal console go a long way toward keeping this thing's nose pointed for DHC use, i honestly don't have much trouble keeping escorts in my sights. since it damages like an escort, the on target up time isn't as important as how hard you can hit when you do get your chance to shoot, and when you do it should be devastating.


2 holds from TB and EWP, both at their global as well, make it so you don't need high acc mod weapons, you can use high crit weapons instead and enjoy seeing multiple crits in a row, and for every normal weapon crit, DEM crits as well. if you use DEM, you want to do everything in your power to get yourself more crits. i personally use AP weapons on this, along with the borg and temporal console, and when i got someone held during an alpha, this will match or exceed the spike potential of a normal escort. i have gotten nearly 800 damage crits from DEM3.

RSP2 at global with BFI doffs is great for shield tanking, and HE2 and ET1 should be able to keep your hull healthy too. all the klingon cruisers can be monstrous damage dealers, and with 2 AtB, they can be as dangerous as escorts, wile being twice as durable
That's all well and good but what about the skill point allocation that compliments this Negh'var setup?? I have a new KDF engineer, so I want to do this correctly...
Career Officer
Join Date: Jul 2012
Posts: 793
# 108
11-11-2012, 08:09 PM
Mavairo had written this cheap arrangement has for a tac orb weaver that is pretty good, but what about the expensive science setup that he mentions he would have written?? Did he get a chance to do it?? if not, do you have one? (skills points and all...)
Empire Veteran
Join Date: Jun 2012
Posts: 6,533
# 109
11-11-2012, 10:39 PM
Quote:
Originally Posted by apocalypse2001 View Post
That's all well and good but what about the skill point allocation that compliments this Negh'var setup?? I have a new KDF engineer, so I want to do this correctly...
http://www.stoacademy.com/tools/skil...drunkimshoot_0

this is my basic cruiser/escort skill setup, covers all offensive bases and protects you from what can hurt you the most. i was gonna go back and build skill trees for all the posted builds but i just haven't yet. this is what i would use as a baseline for everything though.

Quote:
Originally Posted by apocalypse2001 View Post
Mavairo had written this cheap arrangement has for a tac orb weaver that is pretty good, but what about the expensive science setup that he mentions he would have written?? Did he get a chance to do it?? if not, do you have one? (skills points and all...)
to be honest, i have little sci ship experience. i know enough about sci to counter them, but the experience i can bring to cruisers and escorts i cant bring to sci ships as well. i could crank out at least 4 or 5 decent builds that should work in theory, but i doubt they would synergize as well as someone who mains sci ships could do. and those that do are welcome to share them here.

im weeks behind in posting stuff here, and bringing things over, but a lot of the stuff is outdated, and with a new season starting i think there may be several things we haven't noticed yet that have changed, it gives me pause. also, when i put time into this thread, i get this what am i doing with my life feeling, surly theres something else i should be doing feeling. is why i haven't posted at all in the bootcamp thing. this thread will continue though, slowly. i guess i get more out of answering questions, the more that are asked, the better i will feel about putting time into the thread.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Jul 2012
Posts: 2,192
# 110
11-11-2012, 11:54 PM
Classic All-Purpose "Kirk" PUG Assault Cruiser for Tac captain

Classic Assault Cruiser / Heavy Assault Cruiser Retrofit

Solid tank, good dmg, good support heals. Works especially well with the retrofit and its higher shield cap. No P2W needed, no Cheese. Good for crap cruiser pilots like myself. Works awesome in STF as well.

6 Beams Arrays + Torpedo front / Mine or Torpedo Aft

[ATK] TS1 / BO2
[DEF] FAW1 / APD1
[ALL] TT1


[ATK] EPTW1 / ATS1 /EPTS3 / DEM3
[DEF] EPTW1 / ES1 /EPTS3 / ATS3
[ALL] EPTE1 / RSP1 / EWP1


[SHL] HE1 / ST 2
[ANT] PH1 / HE2


-----

Shields + Def + Engines = at your decision all have its merits, pros and cons. But MACO shield works best in almost every scenarion.

[ALL] Neutronium / SIF / SIF / BORG Console
[SHL] Emitter Array x3
[ANT] Field Generator x3 or any P2W / BORG

3x Energy Type Consoles

-----

[ALL] 2x Damage Control Engineer (Purple)

[SHL] 2x Development Lab Scientist (Purple)
[SHL] 1x Warp Core engineer (Extended shields)

or

[ATK] 1x Matter-Antimatter Specialist

Or

3x Shield Distribution Officer

-----

[ATK] = more attack oriented variant
[DEF] = more defense / healing oriented variant
[SHL] = shield healing
[ANT] = anti-tractor setup

-----

I prefer the shield healing variant, as it allows me to have even high cap shields filled most of the time. 3k heal from EPtS3 every 30s, 3,7k heal from Science Team II every 15s, with extended up, very solid shield tank and can revive almost dead escort pugmate to full in no time. If all fails RSP1 - with shield arrays list close to 12s / enough to recover from almost anything.

Probably could be changed to more hull heal oriented build, with ET3 + 2x Purple Maintanance Officers as well.

------

I also have similar build to Nebula, might post it as well when I'm bored.
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