Empire Veteran
Join Date: Jun 2012
Posts: 7,720
# 201
11-22-2012, 05:54 PM
Originally Posted by redricky View Post
TS and CRF look pretty key, but you could drop one of those for the Corsair or the Fleet Corsair and run scorpion fighters for their dots.

Fleet would mean dropping LtC Eng for LtC Sci, which gets you an extra particle generator. Guess I would drop ET and move to EPTS 1 maybe.

Edit: Actually Fleet means dropping to Ens Eng so non-Fleet would probably be better for double A2B.
wile DOT is nice, i build ships that have 1 real purpose, to kill. the corsair is not a killer, even with that DOT, i chose a very potent killing platform, the ktinga. it can have 3 particle and 3 plasma consoles, think the corsair is 4/2, so kinda a wash. EPtS3 is amazing, and the extra ET1 comes in handy actually. you could eliminate ET and go with EPtS1 and an RSP2, but overall i prefer having the extra hull heal, and extra shield resistance.

i did actually build this and fly it in 1 match before turkey time, i had everything but relatively cheap plasma weapons, and it was quite awesome. the massive amount of plasma proc did a significant amount of the damage in the few 1v1s i had in the C&H
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jul 2012
Posts: 793
# 202
11-25-2012, 05:26 PM
I trust most of you gorged yourself with a dry tasteless bird (yeah I hate turkey lol). NOW GO AN BURN IT OFF!!

So, on my first engineer i saw that I had an unused free token for the galaxy class retrofit. So i decided to claim it and fiddle with it.
I have 3 photonic torpedoes and the rest are very rare mk XI phaser beams, except for one retro phaser beam array. (I'm thinking of replacing all of them with retro phasers )

As you well know the galaxy-class turn rate is worse than the Odyssey for some reason, so I tested it with 3 RCS units - not much difference, So considring it'll get hammered I added ONE RCS, one neutronium, one rare mk XII monotanium (i might add two), and one ablative armor console.
I also have the saucer separation module one shield amplifier, and one power insulator (my logic is that if i can barely move I should protect my ship against power drains and kinetic damage.)
And considering my fairly even weapon layout, i have one photonic torpedo console, and one phaser console.
My abilities are mainly hull heals (HT, Aux to Struc, et.c..), with one EPtS, and for tactical I have FAW and torpedo spread.

I know this is a very realistic somewhat all around build (which doesn't always work in a game) with a focus on hull self-healing, but I posted it so I can have you tell me my mistakes

Last edited by apocalypse2001; 11-25-2012 at 05:29 PM.
Career Officer
Join Date: Jun 2012
Posts: 112
# 203
11-26-2012, 03:53 PM
I'm running this on my Intrepid. A little plasma burn bleedthrough build. You can easily throw this on a recon for more fun.

Fore: 3x Plasma Torp (I might throw a harpeng in here)
Aft: 1 Phaser Beam Array, 2x Plasma Mines (you can swap in a tric I guess)

Shields: Maco
Engine: Borg
Deflector: Borg

PH1, HE2, VM1, GW3
HE1, TSS2, ST3

1x Neutronium, 1x Ablative, Ablative Console
2x Particle Gen, Borg, Field Generator
2x Ambiplamsa Consoles

Doffs: 2x Torp, 2x System, 1x Aftershock

You might be able to bleed down an escort on your own, but primarily this ship will create kill opportunities, burn HEs and heal.

In a recon, you could add TS1 for more plasma procs.
Join Date: Sep 2009
[23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
Career Officer
Join Date: Jul 2012
Posts: 793
# 204
11-26-2012, 05:16 PM
Mavairo's Pyro Intrepid-recon build does this as well
Empire Veteran
Join Date: Jun 2012
Posts: 7,720
# 205
11-26-2012, 05:52 PM
Originally Posted by apocalypse2001 View Post
Mavairo's Pyro Intrepid-recon build does this as well
that reminds me, i really need to dig through that sci ship thread. and keep adding content to this thread period
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Join Date: Nov 2012
Posts: 4
# 206
11-26-2012, 11:01 PM
drunk whats your opinion on best weapon energy types? is phaser still the best for pvp?
Empire Veteran
Join Date: Jun 2012
Posts: 7,720
# 207
11-27-2012, 03:54 AM
Originally Posted by sleakz View Post
drunk whats your opinion on best weapon energy types? is phaser still the best for pvp?
weapons type is purely situational.

got a flow cap heavy build and run tet glider? you will get the most millage out of tetryon or polaron, whos proc is buffed by flow cap.

got a build that specializes in energy drain? then polaron is definitely the type to use.

do lots of shield penetrating damage? well disrupters will help you deal more of that.

sorta none of the above? well cant go wrong with phasers.

want to use AP? well you can, as long as you have at least 2 ways to control movement and keep your target's defense score low.

plasma, unless you go crazy buffing its proc, and have a ship built around plasma DOT, is not viable im afraid. the stf set shields guard against its damage, and EVERYONE is using an stf shield

the hybrids can be interesting, but you only get 2 mods out of them. apply the reasoning above with the hybrid weapons too.

as far as the weapon mods go, everyone will say acc is the best, and it is in certain situations. you can run acc weapons and fire and forget, not worrying to terribly about your targets evasion score.

if you really want to deal damage though, you will control movement, and use critH heavy weapons. this will make a huge difference in your damage dealing

crit D is not that great though, you might get an 8k crit from a DHC now and then, but your just as likly to get 2 6500 crits in a row with critH. NEVER use this mod on anything other then DHCs and quantum torps.

dam is 99% the worst mod. the increase in base damage is very small and wont make near the difference of a very common crit with critH heavy weapons. only on plasma weapons are they good, they buff the plasma dot, the only thing going for plasma weapons right now
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Join Date: Nov 2012
Posts: 4
# 208
11-27-2012, 04:11 AM
Thanks so much for that detailed reply, very informative/insightful. At the moment running a cookie cutter 4dhc/3turret fleet defiant using phasers, so based on your information thats confirmed that phaser is the best option for me.

However Im thinking of eventually running a tet glider build once i get the appropriate rep, I just have a few extra questions.

1. Is the fleet defiant viable for running a tet glider build? From what I've read tet glide builds pay the trade off of being squishy, is that true?

2. I have some purple mk XI tetryon dhc and turrets with [acc]x2 [critH] mods, these would be find to use with a tet glider build yeah?

3. My current build includes all phaser dhc/turrets with the mod [acc]x3, would a tet glider build with the above mentioned weapons be more viable/damaging/effective then this?

Last edited by sleakz; 11-27-2012 at 04:16 AM.
Join Date: Jun 2012
Posts: 1,427
# 209
11-27-2012, 04:18 AM
1. Fleet Defiant is fairly tanky as far as 'scorts go, but in my experience tet glider is best done as a team build when you have someone who can watch your back.

2. Those are very good weapons, they're perfectly fine with or without glider.

3. This is hard to answer because your overall damage doesn't really have much to do with your energy type or even your build, up to a point. As an educated guess, I'd say that glider will deal more consistent damage over enough games, while phasers are much more of a gamble due to the nature of the proc.

One trick I've found is you can stack a weaps batt in one of your device slots and use the battery DOff to get a fairly strong flat damage buff every time you use one. Since glider scales off your weapons power it's win win.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Empire Veteran
Join Date: Jun 2012
Posts: 7,720
# 210
11-27-2012, 10:25 AM
useing omega, as apposed to the borg sets, makes you squishy because you trade off an extra hull heal for some extra damage. i find only ships that have maxed flow cap skill, and at least 2 flow cap consoles are viable glider users. and i think its more helpful on this that deal damage over time, then on an escort thats trying to kill quick.

i do notice a difference when using glider and tet weapons, seems like their damage to shields overall is higher.

proboly not. durring an alpha, if you get a shield proc, thats an almost guarantied kill. and you would need to use both sci consoles for glider, and respec to max flow cap. the extra hull heal would be more useful to a defiant, that only has 2 eng and 2 sci powers IMO.
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