Empire Veteran
Join Date: Jun 2012
Posts: 7,169
# 231
11-30-2012, 09:24 PM
Vo'quv carrier support boat

this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.

6 beam arrays

TT1, FAW2, APD2
EPtA1, EPtS2, ES2/RSP2
PH1, HE2, ST3, FBP3
HE1, TSS2


station power long form here

equipment

borg deflector
borg engine
borg/KHG/advanced fleet/elite fleet shield


consoles

neutronium, 2 sfi

1-4 field generators/1-4 shield emitters

2 energy damage consoles or universal

doffs

2 EPtX damage control, 2 purple ST dev lab, 1 purple EPtA maint

pets

any, hull repair drones


this first one is a sci based healer tank basically, with the right consoles, the right doffs, and a bunch of aux it should heal and support well. pets arent to much of a priority here, i would stick any sort of healer pet here. the commander sci station is basically up for grabs, but FBP3 could act as a deterrent to shooting at you. you could also use tbr to push away attackers glued to your aft, a photonic shockwave to stun folks close to you and disrupt invincible shield vestas, shields extenders, and eject warp plasma cruisers flying at you.you can play with the order of EPtS, and ES/RSP as you like as well.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 11-30-2012 at 09:50 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 7,169
# 232
11-30-2012, 09:24 PM
Vo'quv carrier energy drain bastard

this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.


6 polaron beam arrays

TT1, FAW2, APD2
EPtA1, EPtS2, RSP2
TB1, HE2, TR2, Energy Syphon3
TB1, TSS2


station power long form here

equipment

omega deflector
omega engine
omega/KHG/advanced fleet/elite fleet shield


consoles

neutronium, borg, leach

4 flow cap

2 polaron energy damage consoles

doffs

2 EPtX damage control, 1 energy siphon doffs, 1 TR doff, 1 pet launch faster doffs

(observe my doff knowledge reaching its limit here)

pets

siphon drones


well, your reason to exist is to plant drones on a target, and stack other energy draining things on them as well. you might as well use the omega 2 piece tet glider wile having all those flow cap consoles stacked for extra shield draining. lots of tractor up time means yout target wont be able to just fly away from the tykerns rift and the slow siphon drones. apply drones, receive victory, assuming the enemy team has no CSV, no FAW, no TBR, and no EWP. wile siphon drones in ideal condition can rnder someone basicly helpless, they pop from 1 or 2 AOE hits
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus

Last edited by dontdrunkimshoot; 11-30-2012 at 09:49 PM.
Captain
Join Date: Aug 2012
Posts: 14,480
# 233
12-01-2012, 04:10 AM

Last edited by virusdancer; 12-01-2012 at 05:33 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,685
# 234
12-01-2012, 02:21 PM
[quote=dontdrunkimshoot;6876941]Vo'quv carrier energy drain bastard

Finally someone who calls things as it should be!
I never said that, but always thought...
After a fierce battle against the evuls a Fed Captain needs some relax!
Ensign
Join Date: Jul 2012
Posts: 14
# 235
12-01-2012, 10:56 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
Vo'quv carrier support boat

this is the fattest thing in game, low arc weapons and skills do poorly on this thing for the most part. your best off with an engineer or science captain here, and if your a sci a jump console would be helpful to use when you want to subnuk someone. you wont be able to point your ship at them in a timely fashion any other way.

6 beam arrays

TT1, FAW2, APD2
EPtA1, EPtS2, ES2/RSP2
PH1, HE2, ST3, FBP3
HE1, TSS2


station power long form here

equipment

borg deflector
borg engine
borg/KHG/advanced fleet/elite fleet shield


consoles

neutronium, 2 sfi

1-4 field generators/1-4 shield emitters

2 energy damage consoles or universal

doffs

2 EPtX damage control, 2 purple ST dev lab, 1 purple EPtA maint

pets

any, hull repair drones


this first one is a sci based healer tank basically, with the right consoles, the right doffs, and a bunch of aux it should heal and support well. pets arent to much of a priority here, i would stick any sort of healer pet here. the commander sci station is basically up for grabs, but FBP3 could act as a deterrent to shooting at you. you could also use tbr to push away attackers glued to your aft, a photonic shockwave to stun folks close to you and disrupt invincible shield vestas, shields extenders, and eject warp plasma cruisers flying at you.you can play with the order of EPtS, and ES/RSP as you like as well.

This - thank you - it's what I was in the neighborhood for. Now, for solo PvE content type things, I imagine I'd pop in some BoPs in my hanger and just let them cause hell while I plink away with beams at the enemy? Sort of a "Survive the onslaught, let the kids run about and have the fun" type of deal. I imagine I would set Weapon Power up instead of Aux at this point too. Any suggestions?
Captain
Join Date: Aug 2012
Posts: 14,480
# 236
12-02-2012, 10:15 AM
Quote:
Originally Posted by webdeath View Post
WARNING! The following is a more experimental build then anything else. Relying on only a more concept Idea then anything else. Also, the build will not work as well in PVE. It CAN work there, but the damage will be less then optimal.

The following was built using the only Science ship I have that had access to the apporiate BOFFs needed. While yes there are better science ships to use, this was the best I have.

Tholian Orb
Universal LtC:
Emergency Power to Auxilery 1, Auxilery to the Battery 1, Eject Warp Plasma 1
Ensign Tactical: Tactical Team 1
LtC Engineering: Emergency Power to Shields 1, Auxilery to the Battery 1, Reverse shield polarity 2
Ensign Science: Tractor Beam 1
Commander Science: Hazard Emitters 1, Transfer Shield Strength 2, Tractor Repulsors 2, Viral Matrix 3

Duty officers: 1x Uncommon System Engineer AOE Viral, 1x Rare System Engineer Recurring Viral, 2x Very Rare Technicians, 1x Rare technicians

Weapons Fore: 1x Plasma Torpedoes Mk XII [CrtH] [Dmg]x2, 1x Plasma Torpedo [CrtD] [Dmg]x2, 1x Hargh'Peng
Weapons Aft: 1x Borg Cutting Beam, 1x Plasma Mine Launcher mk XII [CrtD] [Dmg]x2

Consoles:
Engineering: 2x Neutronium Alloy Mk XI (rare), 1x Ablative Armor (Rare)
Science: Tholian Web Generator, Assimilated Borg console, 2x Particle Generator (rare)
Tactical: 2x Ambiplasma Envelope Mk XII (Rare), 1x TCD Subspace Infuser Mk XII (Rare)

The Concept of the Build:
Viral Matrix 3 for Disables with the Doffs for extra Disables either on the target or with lucky procs on the Nearby Allies.
Perma Warp Plasma and Rapid Fire Virals avaliable via Aux to bat x2
TBR 2 being the main damage avaliable other wise with Tractor beam for holding people in place for more Plasma or Viralness.

Main place in a team, Disabler/Support.
Hrmm, that kind of got me thinking...

TT1
EPtA1, AtB1, RSP2
EPtS1, AtB1, EWP1

TSS1, HE2, TB3, GW3
PH1


DOFFs: 3 Tech, 1 Grav, 1 MAS

Fore: Chron Dual Beam, Chron Flux Torp, Chron Flux Torp
Aft: Temp Disruption, Chron Mine Launcher, Chron Flux Torp

Consoles
Tac: Graviton, 2x CFR
Eng: Borg, 2x Neut
Sci: Tachyo, Rom Grav (Shield), Rom Grav (Hull), EPM

Deflector/Engine/Shields: AKHG

Role: Tackler/Defense Nullifier/Pet Killer

edit: Can you stack DOs? If so, what about dropping the AtB/Tech stuff - switch the Uni LCdr from Eng to Tac - add the second Tac Team, Torp Spread, and DPB? You'd lose the EWP spam though. AtB1 would be replaced with RSP1.

Last edited by virusdancer; 12-02-2012 at 12:45 PM.
Career Officer
Join Date: Jul 2012
Posts: 793
# 237
12-02-2012, 02:54 PM
that's kind of dumb.... if it won't work well in PVE how can it work well in PvP??? oO
unless of course he failed to mention that it won't work well against BORG.....but even then it doesn't make sense.
If its good for PvP it should work wonders for PvE
Captain
Join Date: Aug 2012
Posts: 14,480
# 238
12-03-2012, 01:29 AM
Quote:
Originally Posted by apocalypse2001 View Post
that's kind of dumb.... if it won't work well in PVE how can it work well in PvP??? oO
unless of course he failed to mention that it won't work well against BORG.....but even then it doesn't make sense.
If its good for PvP it should work wonders for PvE
I believe it's a role situation. There are roles that one might consider for PvP that are pointless in PvE - well, because PvE is PvE - the AI is the AI - and there's just no need for it in PvE.

Thing's that you'd be "happy" to see in PvP (on your team)...
...but things that would make you "sad" to see in PvE while trying to do optionals.

Mobs just aren't going to be doing all the things that player might do, so having a build meant to deal with those things - well, it wouldn't work well in PvE.

Likewise, it's one of the reasons that a PvEer may initially have a bunch of complaints when entering PvP - it's just not that simple in PvP.

A PvP DPS boat will likely rock in PvE.
A PvP Heal boat will likely rock in PvE.

You start to step away from those two roles, though - things that might rock in PvP and well, you're wasting space in PvE...

Hell, it's one of the reasons that many claim to enjoy PvP and one of the complaints many have against PvE...
Career Officer
Join Date: Jun 2012
Posts: 411
# 239 Vo'Quv
12-03-2012, 02:22 AM
Im currently investigating a "disable" Vo'Quv build. However, with all the new grinding it has not big priority, but here is the principle:

To max disable an opponent use of 2x reinforced marauding force. VM3, phaser beams (incl target subsystems) and maybe chroniton mines/torps and tractor beam for additional holds.

The idea is that you always disable either via VM/phasers/subsystem targetting or the marauding force. This because VM/phasers/subsystem targetting is cleared by ET and the marauding force by TT. So the target cannot (without help) clear all disables at the same time, since Et and TT share cooldown.

But like I said, need to test it still thoroughly.....
Captain
Join Date: Jun 2012
Posts: 1,427
# 240
12-03-2012, 02:37 AM
Quote:
Originally Posted by apocalypse2001 View Post
that's kind of dumb.... if it won't work well in PVE how can it work well in PvP??? oO
unless of course he failed to mention that it won't work well against BORG.....but even then it doesn't make sense.
If its good for PvP it should work wonders for PvE
A lot of skills are circumstantial, especially with Sci tubs. VM3 isn't all that great against NPCs but it's brutal against players.

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
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