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Commander
Join Date: Jun 2012
Posts: 269
# 11
11-19-2012, 11:20 AM
If I ever get one I was thinking of going proc-tastic! (Yeah I know a stupid build)

Polarised Disruptor DHC's from that featured episode (you'll need to run it several times of course) up front then lots of Cannon Rapid or Scatters.

Throw in a full Jem Hadar set and you'll get the Three Proc chances (Which is curently under disscussion ).

In any case I'd still suggest you'd switch toPolaron disruptors. The Polaron Proc is a bit weak unless you're running a science Power drain build, and the Bug ship dosen't have enough Science slots.
Captain
Join Date: Jun 2012
Posts: 891
# 12
11-19-2012, 07:00 PM
Quote:
Originally Posted by purvee1 View Post
If I ever get one I was thinking of going proc-tastic! (Yeah I know a stupid build)

Polarised Disruptor DHC's from that featured episode (you'll need to run it several times of course) up front then lots of Cannon Rapid or Scatters.

Throw in a full Jem Hadar set and you'll get the Three Proc chances (Which is curently under disscussion ).

In any case I'd still suggest you'd switch toPolaron disruptors. The Polaron Proc is a bit weak unless you're running a science Power drain build, and the Bug ship dosen't have enough Science slots.
Phased Polaron (contrary to their name, they are tetryon/Polaron hybrids) are from the featured episode. Polarized disrupters are reward pack items that drop from Lockboxes.

Last edited by xantris; 11-19-2012 at 07:05 PM.
Commander
Join Date: Jun 2012
Posts: 269
# 13
11-20-2012, 10:01 AM
Quote:
Originally Posted by xantris View Post
Phased Polaron (contrary to their name, they are tetryon/Polaron hybrids) are from the featured episode. Polarized disrupters are reward pack items that drop from Lockboxes.
These things!
http://www.stowiki.org/Mission:_Boldly_They_Rode

its very confusing.
Starfleet Veteran
Join Date: Jun 2012
Posts: 41
# 14
11-21-2012, 02:08 PM
Those are the tetryon/polaron hybrids, not the disruptors you said you wanted. And they don't come in dual HEAVY cannon, only dual cannon.
Starfleet Veteran
Join Date: Jun 2012
Posts: 41
# 15
11-21-2012, 02:17 PM
Quote:
Originally Posted by xsharpex View Post
BOFF:

Cmdr. Tactical - Tactical Team I, Attack Pattern Beta I, Cannon Scatter Volley II, Cannon Scatter Volley III
Lt. Cmdr. Tactical - Torpedo Spread I, Attack Pattern Beta I, Torpedo Spread III
Universal I Engineer - Emergency Power to Shields I, Aux to SIF I
Universal II Science - Polarize Hull I, Hazard Emitters II
Ensign Engineer - Emergency Power to Shields I

DOFFs:

2x V. Rare (purple) Conn officers that reduce the tactical team cooldown time
1x V. Rare Shield Distribution officer *optional
1x V. Rare Borg Warfare Specialist (Dlyrene) *optional
1x/2x V. Rare Projectile Officer *optional
1x V. Rare Warp Core Engineer *optional

Basically, the only manditory ones are the 2 purple conn officers. So you can cycle 1 TT1 with max efficiency...
xsharpex is basically suggesting that you spend tons of credits on "mandatory" conn officers so you can run Torp Spread I instead of a second Tact Team I. No, don't do that, just slot the second copy of Tact Team, you can use the one higher level torp spread and you'll be happier and richer for it.

But do replace one of those AP Betas with an AP Omega, possibly in the Cmdr slot (APO III). If you think you're damage output is weak, you'll find Omega makes a huge difference. And it gives you a critical tractor beam immunity in STFs.

Last edited by stonefyre; 11-21-2012 at 02:19 PM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 972
# 16
11-21-2012, 02:21 PM
Quote:
Originally Posted by jaxina View Post
So it was time again that a box contained the Jem'Hadar Attack ship and this time i was lucky and got one.

I think the damage i do is moderate so i need some advice on building up this little thing

My current setup:

Ship:

Fore Weapons: 3x Polaron Dual Heavy Cannons MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
Deflector: Jem'Hadar Deflector Dish MK XI
Impulse: Jem'Hadar Combat Impulse Engines MK XI
Shields: Jem'Hadar Resilent Shields MK XI
Aft Weapons: 2x Polaron Turret MK XII Borg, 1x Quantum Torpedo Launcher MK XII Borg
Engineering Consoles: 4x Plasma Distribution Manifold MK XI (Rare)
Science Consoles: Assimilated Module
Tactical Consoles: 5x Polaron Phase Modulator MK XI (Rare)

BOFF:

Cmdr. Tactical - Tactical Team I, Cannon Rapid Fire I, Cannon Scatter Volley II, Cannon Rapid Fire III
Lt. Cmdr. Tactical - Torpedo High Yield I, Torpedo Spread II, Torpedo High Yield III
Universal I Science - Polarize Hull I, Tractor Beam II
Universal II Engineer - Engineering Team I, Reverse Shield Polarity I
Ensign Engineer - Engineering Team I
i used disruptors with my bug ship cus the quad cannons are disruptor.

khg shiled so i dont die so fast.
omega deflector and engines for extra sheild kill. some times i used jem eniges for weapon power

i use quad cannons and those phased distruptor things all with +50 crit serv

on rear i got one torp harpeng just cus its pretty and distruptor beams.

kills stuff nice

consoles i got 5 tactical xii disruptor
+ weapon power and eingine consoles and feild gen for sci

some times i change set up but never liked the jem set so havnt used pols and jem set in a long time.

ctrlD is what i aim for with weapons.

full skill points into weapons skills and warpcore efficent and attack paterns

doffs
3 ultra rare con offs for faster attackpatterns with reduce time doffs for cannons
Commander
Join Date: Jun 2012
Posts: 255
# 17
11-29-2012, 06:49 PM
Quote:
Originally Posted by stonefyre View Post
xsharpex is basically suggesting that you spend tons of credits on "mandatory" conn officers so you can run Torp Spread I instead of a second Tact Team I. No, don't do that, just slot the second copy of Tact Team, you can use the one higher level torp spread and you'll be happier and richer for it.

But do replace one of those AP Betas with an AP Omega, possibly in the Cmdr slot (APO III). If you think you're damage output is weak, you'll find Omega makes a huge difference. And it gives you a critical tractor beam immunity in STFs.
If you really want that immunity you should just use PH1 or 2. BETA 3 is ideal for max damage. I don't think it works on shields but it's more than worth using over APO3 or APO1. If you have doubt in your heart about this make it a point to try KAS normal or elite and try both. You're going to see your pewpew strength go through the roof with beta 3. When I did this myself APO3 proved to be painfully slow in comparison while soloing the gens and gates.

Without conn officers with 15% AP to reduce timers I would use beta 1 to go with 3, 2 CRFII, 1 HYII, 1 HY1, and 1 TTI with 2x purple TT conn officers which aren't THAT expensive to obtain and possibly the best money you can spend to up your DPS(debatable against purple doffs for torps but frankly both 2x and 3x will be the best option period for damage output) until you can get 3x of the other conn officer types. Without using two purple COs for TT you will lose a HY or a CRF or a AP, whatever you choose in favor of using a second TT.

I use:

Comm: TT1 HY2 CRF2 APB3
Lt Comm: TT1 HY2 CRF2 with APO3 to switch it around with the first when needed i.e. PVP

I'm pretty set on this being the best possible choice with 3x cannon + torp + turrets for DPS. I also carry two tac BOs for volley and torp spreads + APO3 for AoE kills, and I have a all cannon build with volley 1s or TT2 replacing HY2s. I use x3 CO AP 15% DOFFs with the other two slots depending, for borg I use tholian borg doff. Beyond that I'm torn but I think overall torp doffs are the way to go with shield doffs leading the way with a survival mindset/all cannon. Cannon doffs sound great and all but they're worthless imho without 2-3 of them guaranteeing a constant global cooldown so you can load just one copy of CRF + one CSV.



So you have this to go by as a guide for DD boff ability tiers, PVE with 1x torpedo launcher:

Tier 0 - you suck


Tier 1 - No good DOFFs to speak of or less than ideal

Comm: TT1 HY2 CRF2 APB3
Lt. Comm: TT1 APB1 CRF2


Tier 2 - 2x purple TT DOFFs + 3x purple torp DOFFs

Comm: TT1 HY2 CRF2 APB3
Lt. Comm: HY1 APB1 CRF2


Tier 3 - 3x purple AP 15% DOFFs + 2x purple torp DOFFs or 1x borg + torp vs borg or 2x shield for survival or whatever for the last two slots


Comm: TT1 HY2 CRF2 APB3
Lt. Comm: TT1 HY2 CRF2


w/o torps replace HY2 with CSV1 or use TT2 and let an ensign slot rot if you know volleys aren't needed, for ex:

Comm: TT1 TT2 CRF2 APB3
Lt. Comm: xxxx APB1 CRF2


w/ AP doffs:

Comm: TT1 TT2 CRF2 APB3
Lt. Comm: xxxx CSV1 CRF2

or

Comm: xxxx TT2 CRF2 APB3
Lt. Comm:xxxx TT2 CRF2


w/o AP doffs but with TT doffs:

Comm: xxxx TT2 CRF2 APB3
Lt. Comm: xxxx APB1 CRF2




Now that no one's confused, let's move on!


The above is my current favorite cookie cutter setups. My choice may change tomorrow. But my selections with torps and without torps are pretty solid and perhaps the very best options. I don't hold much faith in tier 3 versions of rapid fire or volley or torps. All three obviously do more damage than the previous two tiers but they can't really touch Attack pattern damage boosts and they seem lackluster when paired with tier 1 and 2 of APs when compared to tier 3 APs paired with tier 1 and 2 of rapid fire and high yield torps. But like I said, for me this might change tomorrow. Once I figure out the math and once and for all decide which is better, for example: CRF3 and CRF2 + beta2 vs CRF2 x2 + beta3. But I'm already pretty sure the latter wins out.


Of course this all changes depending on what you're trying. For example, if you're rolling with a torpedo boat for some reason and packing all torp consoles, you're obviously going to want 2x HY3 and so on but that's for another discussion because I just got bored with this post and am going to play fail Madden for the rest of the night after I temp log into STO to check DOFF assignments. My 49ers need some attention after three straight days of hardcore MMO gaming.
Captain
Join Date: Jul 2012
Posts: 1,449
# 18
11-30-2012, 12:25 AM
Quote:
Originally Posted by maddog0000doom View Post
i used disruptors with my bug ship cus the quad cannons are disruptor.
Yeah I am a traditionalist on my Klink ships using diruptors only and bug ship cute.
Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer
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Career Officer
Join Date: Nov 2012
Posts: 391
# 19
12-01-2012, 11:16 AM
This is my current setup, for what it's worth. Works pretty well for me so far. Just substitute the MACO shield for a KHG

Fore: 1 fleet polaron dual cannon XII [dmg]x3[acc], 1 pol dual cannon XII [acc]x2[CritH], 1 Pol DHC XII [acc][critH]x2. Quantum XII [acc]x2[dmg]
Aft: 2 pol turrets XI [acc]x2[dmg], one [acc]x2[CritH]
Deflector: Jem'hadar
Engine: Jem'hadar
Shield:MACO XII
Eng console: assimilated,RCS XII purple, Neut XII purple, and one armor/plating ( varies by situation, I have several. Usually a Tetraburnium XII purple)
Sci console: field gen XII purple
Tac console: 5x polaron XII, 4 purple one blue
Devices: Shield and engine batteries
LUS:Science TSS1, HAZ 2
LUS: eng , Emerg. power to shield 1, aux to structural 2
Commander tac: TT1,THY 2, APO1, CRF3
Lt Comm tac:TT1, APB1, CRF2
Ens Eng:emerg. pow to shields 1

Doffs:
Purple cannon energy weapons officer to reduce cooldown
purple projectile weapons officer to reduce cooldown
purple conn officer to reduce evasive man cooldown
Purple conn officer to reduce attack pattern cooldowns by 15%
Purple warp core eng to boost power on emergency-to uses.

I bucked the trend for all DHC's. Duals give twice the rate of fire of DHC's, meaning more chances to crit and proc. it's working well for me so far.I also went with accuracy whenever I could. I'll be replacing the XI turrets with XII's when I can get some with at least [acc]x2. And as much as I didn't want to, I went with the MACO shield over the Jem. I lost the AP sweep, but the Jem shields just weren't cutting it, capacity-wise.

Comments/criticisms welcome
Commander
Join Date: Jun 2012
Posts: 255
# 20
12-01-2012, 12:52 PM
I just did my math. I'll check over it later to be certain.


All cannon build escort

1) xxxx-APB1-CRF2-CRF3
---xxxx-APB1-TT3 W/ 2x purple TT doffs

vs

2) xxxx-TT2-CRF2-CRF3
---xxxx-TT2-APB2 w/ 3x AP 15 doffs

vs

3) xxxx-TT2-CRF2-APB3
---xxxx-TT2-CRF2 w/ 3x AP 15 doffs

vs

4) xxxx-TT2-CRF2-APB3
---xxxx-CRF1-TT3 w/ 3x AP 15 doffs

vs

5) xxxx-CRF1-CRF2-APB3
---xxxx-APB1-TT3 W/ 2x purple TT doffs


Calculating the dmg % gained from BO abilities without factoring in APB, the best extra damage delivered for 40 seconds out of every 60 seconds are as follows, top to bottom:

1
2
5
3
4

After calculating betas into the mix, which is where it gets hard for me but I just went with a guaranteed 20 seconds out of every 60 seconds being active on one target, the overall winners for all cannon build is as follows:

1 - 180%
2 - 178%
3 - 178%
4 - 174%
5 - 170%

As we can see #2 and 3 are exactly the same DPS boost. 1 is just barely a winner. 4 doesn't lose too bad and 5 is the worst boost.


When it comes to APO1-3 I didn't feel necessary to calculate. They are a max of 25% damage boost for about 30 seconds every minute. It clearly is behind for DPS but is useful for it's other perks.

Finally, looking at the above and assuming it is not fuzzy math, it would be logical to presume that with a torp build x1 you can look at the first example:


xxxx-APB1-CRF2-CRF3
xxxx-APB1-TT3 W/ 2x purple TT doffs

change it to the following:

HY1-APB1-CRF2-CRF3
HY1-APB1-TT3 W/ 2x purple TT doffs

And throw on 3x purple torp doffs for max dmg with torpedo 1x 3x cannon DPS. But not necessarily true. Looks pretty obvious from the first glance but I'll be uncertain until I look at the various setups between BO abilities involving torps to be sure. For now, it appears TT3 has great potential for the all cannon, rapid fire build.

Last edited by romuzarii; 12-01-2012 at 01:24 PM.
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