Lieutenant
Join Date: Nov 2012
Posts: 64
# 181
11-19-2012, 08:52 PM
snip................
Rihannsu
Join Date: Jun 2012
Posts: 3,213
# 182
11-20-2012, 03:17 AM
There doesn't seem to be anything about carriers in here. Why is that?
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Career Officer
Join Date: Jun 2012
Posts: 1,738
# 183
11-20-2012, 03:45 AM
Check my siglink for Kilawpilath's guide to carriers.


Click here and here if you are interested in learning more about PvP.
Career Officer
Join Date: Jul 2012
Posts: 793
# 184
11-20-2012, 07:44 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
wells/korath

this is a torpedo boat build for ether of these ship

3 plasma torps, 1 beam array, tric mine, harpang



FBP, EWP, GW, ISO, they all have thier damage buffed by particle gens, so you will want that maxed with this build. also a strong GW hold from graviton is recommended too. you dont need weapons energy with this build, but want max aux, and the rest into shields. this should set people very on fire, and deal a lot of shield bypassing damage. FBP2 should be a strong deterrent with that much aux and particle gens backing it, and GW3 and EWP1 will be excellent holds with thier own extra damage as well. with the tractor beam and grav well, a person should not be able to dig them selves out of all that plasma, early burning off of HE will likely doom your target.
I have a well's on my engineer. Will this be a viable build with an engineer? (sorry, noob question)
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 185
11-20-2012, 08:12 AM
[quote]
Quote:
Originally Posted by dontdrunkimshoot View Post

temporal crit console, borg
Do these really help that much to lose the two slots?
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 186
11-20-2012, 08:22 AM
[quote]
Quote:
Originally Posted by dontdrunkimshoot View Post

the 1 draw back is having no aux some times, and very low aux most of the time. an aux battery can give you the spike healing you need every once and a wile though, and the cycling of EPtA gives you at least some aux 90% of the time. if you run a 100/25/50/25 energy level, with leach/maco and the 2 EPtX skills, you will see 125/125/125 very often. thats just gravy on top of your cooldowns getting slashed every 10 seconds.

Even though its cheesy until changed, would not TBR1 be a good choice for a Tac low-Aux build?

You could go
PH1 TBR1
HE1 ?
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Empire Veteran
Join Date: Jun 2012
Posts: 6,811
# 187
11-20-2012, 11:41 AM
Quote:
Originally Posted by sophlogimo View Post
There doesn't seem to be anything about carriers in here. Why is that?
well, i sort of have a burning hatred for them lol. i do plan on adding some though, and bops. and i will try to make them as nasty and hate-able as possible, not going to hold back for my own best interest.

Quote:
Originally Posted by apocalypse2001 View Post
I have a well's on my engineer. Will this be a viable build with an engineer? (sorry, noob question)
that should work fine i would imagine for an eng. as well as anything will work with an eng. an eng with a sci ship though, i have seen energy weapons builds work well, with as many points and consoles into flow cap as possible for max tetryon glider damage.

Quote:
Originally Posted by bitemepwe View Post

Do these really help that much to lose the two slots?
i would have to say absolutely. both give plenty of extra crit, borg gives +5 to weapons power, temporal gives about 3/4 what a turn rate console will give, and they both give some graviton too. so between the 2 you have more then 1 graviton sonsole will give, more extra weapons energy then even the best energy console would give, a whole bunch of crit that no other console gives, and 3/4 of a turn console. all in 2 consoles.

Quote:
Originally Posted by bitemepwe View Post


Even though its cheesy until changed, would not TBR1 be a good choice for a Tac low-Aux build?

You could go
PH1 TBR1
HE1 ?
its been fixed, you don't need to worry about TBR crushing you anymore. without a bunch of partial gens to back it up,TBR doesn't do much damage, and this ship only has space for 2. its proboly the ship with the least amount of consoles to work with. 4 tactical has to be filled with 4 tac consoles, its innate console HAS to go some were, your just left with 4 up for grabs.

i would recommend TBR on more durable ships with room for more heals like the sci LTC vet ship, or something like the fleet vorcha, or a more conventional escort. but this ship with your only hull heal being HE1, im not comfortable going into battle with just that. with lots of aux from an aux batt, HE2 does a TON of healing.

on this ship i find a tractor beam works better, especially if you want to keep people stuck in EWP. TSS is extreamly helpful at keeping your shields intact and guarding against lots of incoming damage. i really cant recommend going without them. even with very little aux thier minimum effectiveness is very helpful. also thanks to AtB, you have omega at its global for good tractor defense up time.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Empire Veteran
Join Date: Jun 2012
Posts: 6,764
# 188
11-20-2012, 11:44 AM
[quote]
Quote:
Originally Posted by dontdrunkimshoot View Post

i would have to say absolutely.
Noted. Glad I bought one.


Quote:
its been fixed, you don't need to worry about TBR crushing you anymore.
I thought I was seeing far less use of it than last Time I went to Ker'rat.

Thanks.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Career Officer
Join Date: Jul 2012
Posts: 793
# 189
11-20-2012, 01:57 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
that should work fine i would imagine for an eng. as well as anything will work with an eng. an eng with a sci ship though, i have seen energy weapons builds work well, with as many points and consoles into flow cap as possible for max tetryon glider damage.
Here is the build I had/have originally, from top to bottom:

  1. Anti-proton Beam Array; Chroniton Torpedo; Anti-proton Dual Beam Bank; dual Chroniton Beam Bank
  2. Full Borg Set
  3. Anti-proton Beam Array; Chroniton Torpedo; Temporal Disruption Device
  4. Sub-space Field Modulator; weapons battery; Shield Battery
  5. Rare Neutronium MK XI; Rare Neutronium Mk X; Uncommon Ablative hull Plating MK XI
  6. Tipler Cylinder; Field Generator; Field Generator; Shield Emitter (all rare MK XI)
  7. Tachyokinetic Converter; Assimilated Module; Subspace Jump


  1. Engineering Team I; Aux power to structural Integrity II; Reverse Shield Polarity III
  2. Tactical Team I; Torpedo Spread II
  3. Engineering team I (I know that's redundant - I'll change that to something else probably)
  4. Hazard Emitters I; Polarize Hull Plating II; Tractor Beam III; Gravity Well III
  5. Science Team I; Jam Sensors II

As for doffs, I think I had 2 rare shield doffs, a technician that provided +15 auxiliary power. I think I also had a Nurse that provided incredible crew recovery, and a rare projectile doff. (One, I think, might have been a Tholian warfare specialist; against borg).
At the moment, I haven't been able to sell anything, so I don't have the EC to buy what I need in terms of doffs.

Last edited by apocalypse2001; 11-20-2012 at 02:01 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,811
# 190
11-21-2012, 04:30 PM
Quote:
Originally Posted by apocalypse2001 View Post
Here is the build I had/have originally, from top to bottom:

  1. Anti-proton Beam Array; Chroniton Torpedo; Anti-proton Dual Beam Bank; dual Chroniton Beam Bank
  2. Full Borg Set
  3. Anti-proton Beam Array; Chroniton Torpedo; Temporal Disruption Device
  4. Sub-space Field Modulator; weapons battery; Shield Battery
  5. Rare Neutronium MK XI; Rare Neutronium Mk X; Uncommon Ablative hull Plating MK XI
  6. Tipler Cylinder; Field Generator; Field Generator; Shield Emitter (all rare MK XI)
  7. Tachyokinetic Converter; Assimilated Module; Subspace Jump


  1. Engineering Team I; Aux power to structural Integrity II; Reverse Shield Polarity III
  2. Tactical Team I; Torpedo Spread II
  3. Engineering team I (I know that's redundant - I'll change that to something else probably)
  4. Hazard Emitters I; Polarize Hull Plating II; Tractor Beam III; Gravity Well III
  5. Science Team I; Jam Sensors II

As for doffs, I think I had 2 rare shield doffs, a technician that provided +15 auxiliary power. I think I also had a Nurse that provided incredible crew recovery, and a rare projectile doff. (One, I think, might have been a Tholian warfare specialist; against borg).
At the moment, I haven't been able to sell anything, so I don't have the EC to buy what I need in terms of doffs.
let me recommend some station powers. first of all, no EPtS, and 2 crappy ET1. your not going to have much successes if you don't have EPtS on all the times.

TT1, TS2
EPtS1, RSP1, AtS2
EPtS1

JS1, HE2, TB3, GW3
ST1, TS2


this will basically do what your build does now, but better. should keep you alive better and allow you to attack better. AtS2 and HE with high aux will hep your hul healthy, and TSS, ST, RSP and EPtS1 will help keep your shields nice and strong.

with TB3, i would suggest 1 TB doff, wile the TB is on you will drain shields, against targets with little power insulators quite a bit. with GW, you should also equip a GW doff or 2. the other doffs can be BFI, or anything else you would find useful.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
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