Lieutenant
Join Date: Sep 2012
Posts: 40
# 11
11-21-2012, 06:51 AM
My main is a klink tac, and it's hard to say whats best. I fly three ships..a brel refit BOP, a mirror qin raptor, and a bortasqu tactical warship.

It really comes down to build. The brel is a pvp beast in both dhc mode and transphasic torp mode(a build that only really works on a brel thanks to the enhanced bc), yet is fairly useless in high end PVE due to paper thin hull and shields.

The qin is all around good for everything, and pre s7 was my go to elite stf ship, but now with the borg hitting harder and dot procing like a mofo I have settled into my borty.

I know I know, a tac in a cruiser..but with 5 tac slots and an all single cannon build it puts out dps that beats most escorts, and has the shield and hull to allow me to solo those cubes again without going boom.


Edit - typed pvp when I meant pve. oops. fixed.

Last edited by autodiabolic; 11-21-2012 at 10:03 AM.
Captain
Join Date: Jun 2012
Posts: 891
# 12
11-21-2012, 10:01 AM
Quote:
Originally Posted by wuusta View Post
Do some tac officers use raptor?
Yes, they are arguably better for leveling (which I assume you are doing) because they can do and take more damage than a BoP.

But BoPs are definitely more fun to fly and a lot more flexible.

At 50, stick with either than Hegh'ta or buy a Mirror Qin off the exchange (usually a little under a million). Pretty much any other decent ship your going to need to deal with the Zen store.
Captain
Join Date: Jun 2012
Posts: 3,302
# 13
11-21-2012, 10:10 AM
Unarguably better. 2 fed battleships = 15 second snack to a decent tac/raptor setup.

...keep your fingers crossed for a fleet Pach.
<wink><wink>
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $30 to upgrade my Kamarag ?
Starfleet Veteran
Join Date: Sep 2012
Posts: 834
# 14
11-21-2012, 07:03 PM
Quote:
Originally Posted by wuusta View Post
I have a question about the engineering skills, may i ask what are they used for?
Emergency power to engines:

Not as decent a speed boost as evasive manovers but you can use it more often. By using this skill and evasive manovers at the same time it is possible to move faster then some one at full impulse with the advantage of having no power drain.

In pvp having an extra speed boost can mean the differance between a kill and eating their engine trail.

In high end pve where your team has to split up, the extra speed boost lets you get to the other side of KA or Cure fast enough to compensate for other group members not doing
their job.

On one ocasion, when i was auto-teamed with some particularly bad players, I was able to singlehandedly take out all generators, transformers, the cubes that spawn and hold back the probes on one side of khitomer accord elite while the rest of my team did very little of anything on the other side. I credit this achevment, in part, to emergency power to engines, though a grate deal of luck was involved as well.

Emergency Power to shields:

Exactly what it says on the tin. Basic shield heal and resistance boost. Very important for PVE where a huge part of the damage done to you is kenetic, so you need to keep your shields up. Remember to keep using tactical team along with which ever shield heals you chose to use in order to redistribute your shield power to the facings that need it.

Auxilery Power to Structual:

Relativly quick to re-use hull heal. Also imparts a damage resistance bonus, which you probably need if your healing your hull. The amount of hull healed is greatly effected by your auxilery power level so it may be worth boosting this before hitting the button. The advantage of this skill over enginering team is that it wont start a global cool down on tacticle team.
Lieutenant
Join Date: Oct 2012
Posts: 71
# 15
11-21-2012, 07:52 PM
Quote:
Originally Posted by pwstolemyname View Post
Emergency power to engines:

Not as decent a speed boost as evasive manovers but you can use it more often. By using this skill and evasive manovers at the same time it is possible to move faster then some one at full impulse with the advantage of having no power drain.

In pvp having an extra speed boost can mean the differance between a kill and eating their engine trail.

In high end pve where your team has to split up, the extra speed boost lets you get to the other side of KA or Cure fast enough to compensate for other group members not doing
their job.

On one ocasion, when i was auto-teamed with some particularly bad players, I was able to singlehandedly take out all generators, transformers, the cubes that spawn and hold back the probes on one side of khitomer accord elite while the rest of my team did very little of anything on the other side. I credit this achevment, in part, to emergency power to engines, though a grate deal of luck was involved as well.

Emergency Power to shields:

Exactly what it says on the tin. Basic shield heal and resistance boost. Very important for PVE where a huge part of the damage done to you is kenetic, so you need to keep your shields up. Remember to keep using tactical team along with which ever shield heals you chose to use in order to redistribute your shield power to the facings that need it.

Auxilery Power to Structual:

Relativly quick to re-use hull heal. Also imparts a damage resistance bonus, which you probably need if your healing your hull. The amount of hull healed is greatly effected by your auxilery power level so it may be worth boosting this before hitting the button. The advantage of this skill over enginering team is that it wont start a global cool down on tacticle team.
I've been browsing around the forums, and I've found a lot of people using 2 tacs for BoP.
So I'm thinking about exchanging the ensign sci for a tac. please correct me
I just received this bug, i can't put any BO in any station. But here is the weird thing, i have all my abilities in my hot bar. almost as if all my BO are in the highest ranking station.
I'm using a tier 3 Bop, so all my BO can use 3 of their abilities! What do u suggest i should get?
Starfleet Veteran
Join Date: Sep 2012
Posts: 834
# 16
11-22-2012, 01:15 AM
Quote:
Originally Posted by wuusta View Post
I've been browsing around the forums, and I've found a lot of people using 2 tacs for BoP.
So I'm thinking about exchanging the ensign sci for a tac. please correct me
I just received this bug, i can't put any BO in any station. But here is the weird thing, i have all my abilities in my hot bar. almost as if all my BO are in the highest ranking station.
I'm using a tier 3 Bop, so all my BO can use 3 of their abilities! What do u suggest i should get?
The Norgh Bird of prey at commander level does not fit into a comfortable progression path toward the Hegh'ta bird of prey because in order to make the most of its ability slots you must train skills at levels lower then you would train them for the Hegh'ta.

Your ability shopping list should include one hull repair skill, one shield repair skill, two tactical teams and as much DPS as you can fit into the remaining ability slots.

Bare in mind that there was a time when abilities of the same level would be on the same cool down. Many builds on the forum have not been updated to reflect the new flexibility this change brought.

To get the most out of the Norgh I would chose:

Tactical Lt Commander: Tactical Team, Cannon Rapid fire, Cannon Rapid fire,
Tactical Lieutenant: Tactical Team, Attack Pattern Beta
Science Ensign: Hazard emitters
Science Ensign: Transfer shield strength.

If I wanted to avoid re-training officers latter I would chose.

Engineering Lt Commander: Emergency Power to Engines, Emergency Power to Shields, Auxiliary to Structural
Tactical Lieutenant: Tactical Team, Tactical Team
Science Ensign: Polarize Hull
Science Ensign: Hazard emitters.

STO is very forgiving, you can effectively fly a ship in any number of ways and do well. My builds are efficient and competitive but if there is a weapon or an ability you want to use purely because it has 'cool factor' go ahead and do so. This is a game so you should make the choices that lead to the most fun for you.

I put together competitive builds that take into consideration not just the numbers on a wiki page, but my experience of how well abilities function in the game. (I have 30 boffs on my main character, every combination of abilities you might think of, I have probably tried). Many builds you see on the forums are pure number crunching. Which is important, but when all people look at are DPS and resistance values many useful abilities are ignored.

As to your bridge officer bug. It sounds like quite a nice one to have. You might be better served by keeping it under your hat then posting about it on the forums, you will only get it fixed sooner by doing so.
Lieutenant
Join Date: Oct 2012
Posts: 71
# 17
11-22-2012, 07:28 AM
Quote:
Originally Posted by pwstolemyname View Post
The Norgh Bird of prey at commander level does not fit into a comfortable progression path toward the Hegh'ta bird of prey because in order to make the most of its ability slots you must train skills at levels lower then you would train them for the Hegh'ta.

Your ability shopping list should include one hull repair skill, one shield repair skill, two tactical teams and as much DPS as you can fit into the remaining ability slots.

Bare in mind that there was a time when abilities of the same level would be on the same cool down. Many builds on the forum have not been updated to reflect the new flexibility this change brought.

To get the most out of the Norgh I would chose:

Tactical Lt Commander: Tactical Team, Cannon Rapid fire, Cannon Rapid fire,
Tactical Lieutenant: Tactical Team, Attack Pattern Beta
Science Ensign: Hazard emitters
Science Ensign: Transfer shield strength.

If I wanted to avoid re-training officers latter I would chose.

Engineering Lt Commander: Emergency Power to Engines, Emergency Power to Shields, Auxiliary to Structural
Tactical Lieutenant: Tactical Team, Tactical Team
Science Ensign: Polarize Hull
Science Ensign: Hazard emitters.

STO is very forgiving, you can effectively fly a ship in any number of ways and do well. My builds are efficient and competitive but if there is a weapon or an ability you want to use purely because it has 'cool factor' go ahead and do so. This is a game so you should make the choices that lead to the most fun for you.

I put together competitive builds that take into consideration not just the numbers on a wiki page, but my experience of how well abilities function in the game. (I have 30 boffs on my main character, every combination of abilities you might think of, I have probably tried). Many builds you see on the forums are pure number crunching. Which is important, but when all people look at are DPS and resistance values many useful abilities are ignored.

As to your bridge officer bug. It sounds like quite a nice one to have. You might be better served by keeping it under your hat then posting about it on the forums, you will only get it fixed sooner by doing so.

As i turned into a captain, i got a new ship. as soon as i changed to use the ship, the bug was gone. i am going to level up to 40 pretty fast, in 2 days i went from 20 to 30. I just wanna prepare all my BOs for the hegh'ta. I think im going to have 2 science, so i can 'tank' a bit more

Last edited by wuusta; 11-22-2012 at 06:57 PM.
Lieutenant
Join Date: Oct 2012
Posts: 71
# 18
11-22-2012, 06:58 PM
Quote:
Originally Posted by pwstolemyname View Post
The Norgh Bird of prey at commander level does not fit into a comfortable progression path toward the Hegh'ta bird of prey because in order to make the most of its ability slots you must train skills at levels lower then you would train them for the Hegh'ta.

Your ability shopping list should include one hull repair skill, one shield repair skill, two tactical teams and as much DPS as you can fit into the remaining ability slots.

Bare in mind that there was a time when abilities of the same level would be on the same cool down. Many builds on the forum have not been updated to reflect the new flexibility this change brought.

To get the most out of the Norgh I would chose:

Tactical Lt Commander: Tactical Team, Cannon Rapid fire, Cannon Rapid fire,
Tactical Lieutenant: Tactical Team, Attack Pattern Beta
Science Ensign: Hazard emitters
Science Ensign: Transfer shield strength.

If I wanted to avoid re-training officers latter I would chose.

Engineering Lt Commander: Emergency Power to Engines, Emergency Power to Shields, Auxiliary to Structural
Tactical Lieutenant: Tactical Team, Tactical Team
Science Ensign: Polarize Hull
Science Ensign: Hazard emitters.

STO is very forgiving, you can effectively fly a ship in any number of ways and do well. My builds are efficient and competitive but if there is a weapon or an ability you want to use purely because it has 'cool factor' go ahead and do so. This is a game so you should make the choices that lead to the most fun for you.

I put together competitive builds that take into consideration not just the numbers on a wiki page, but my experience of how well abilities function in the game. (I have 30 boffs on my main character, every combination of abilities you might think of, I have probably tried). Many builds you see on the forums are pure number crunching. Which is important, but when all people look at are DPS and resistance values many useful abilities are ignored.

As to your bridge officer bug. It sounds like quite a nice one to have. You might be better served by keeping it under your hat then posting about it on the forums, you will only get it fixed sooner by doing so.
How would i get Cannon rapid fire for cmd level? I got cannon rapid fire for LTCMD and LT, and i got a omega 3 for CMD
Starfleet Veteran
Join Date: Sep 2012
Posts: 834
# 19
11-23-2012, 12:41 AM
Quote:
Originally Posted by wuusta View Post
How would i get Cannon rapid fire for cmd level? I got cannon rapid fire for LTCMD and LT, and i got a omega 3 for CMD
A tactical captain with 6 levels of the 'starship energy weapons' skill can train bridge officers in the cannon rapid fire ability. You should find the button to do so on the character profile window, somewhere in the vicinity of the promote button if I remember rightly.

You can find charts showing the different abilities available to bridge officers and how they are obtained hear:

http://www.stowiki.org/Bridge_officer_abilities
Ensign
Join Date: Nov 2012
Posts: 20
# 20 BoP and cannons? No...
06-10-2014, 04:54 PM
As player who used a while BoP i can say, you won't survive very long with BoP and cannons. Especially if to do Elite PvE runs. Almost any elite STF boss ship, if you will get aggro, sucessful barrage almost will wipe your ship and will be pretty hard to solo something like Cure Found (Elite) Borg Neg'var which spawns with Borg Raptor, I don't talk about to solo Borg cubes & etc...

In begin i also used cannons, but died a lot. Problem is that when you use cannons you don't move and stay in same position almost all the time, what heavly debuffs your defense. To survive in this cannons case you need a bit stronger than BoP ship. After i understood this, i started to focus on defense (dodge) and i built high dodge build, which in my opinion is best way to survive with BoP, but such strategy requires to switch to Beam arrays, what i did.

Basically as faster you move as better your defense is, if you stay you get this bonus at all negative -xx. Same game mechanics works for any ship. Also i added Aegis set, which gives +5 defense and +5 defense if you're moving + 1 dyson eng console (res all) with +2,5% def. And while i fight i move on full speed, doing crazy maneuvers around enemies and it works... A lot of attacks enemies simply miss. Just need to keep track on all kinds of holds and snares, which can be used on your ship, then you can die pretty fast... Also to keep away in over 5km ranges to not get caught by tractor beams & etc...

With such build i almost never die on Crystalline [elite] and very rare at alll. Just Undines annoying with their slowdowns and they're probably hardest for my BoP... Then i simply try to stay away from them, to fight from very far range, to not get caught by their Gravity Wells or other their junk... I also use pattern Omega, to free my BoP from snares, same as evassive maneuvers, to not loose defense boost, so good works evassives doff...

if about my build:

Ship: Fleet HoH'SuS Bird-of-Prey - 4 tac consoles was choice priority
Set: Aegis
Weapons: Front - 3x beam arrays + torp, Aft: 1x beam array, Kinetic cutting beam; Possible to not use torp launcher if you wish.

Consoles:
Engineering :
Fleet neutronium +HullHP, Energy Signature Dampener [+ResAll]] (for extra dodge), Assimilated console;
Sci: Field Gen (i use green one from episode), Shield Refrequencer [+PowIns]] (very optional, high dodge build can survive almost without shields, Power insulators MK XII (i rly hate shield drain you can do in different way here);
Tac: 4x for Energy weapon

Boffs:
TT1, APB1, FaW3, APO3
TT1, TS2, FaW3
EPtS1, ET2
HE1, TSS2

Doffs: Projectile, Tactical team cd, Evassives, Voth Diplomat - to drain energy with Team abilities.


I hope it will help for someone and sorry for broken english


Quote:
Originally Posted by pwstolemyname View Post
The bird of prey is hands down the best free ship that the klinks get. In fact the Hegh'ta (level 40 Bird of Prey) is better then most of the ships zen can buy you as well
.........
.........
.........
The list goes on... Just be situationaly aware, because when your pushing interfears with some one elses plans for an npc they will shout at you.

Last edited by defiant8472; 06-10-2014 at 06:10 PM.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 08:25 PM.