Career Officer
Join Date: Jun 2012
Posts: 117
# 181
12-04-2012, 09:11 PM
BUt really... if it works for PvP, it shold certainly work for PvE
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,580
# 182
12-04-2012, 09:20 PM
Quote:
Originally Posted by chillee View Post
BUt really... if it works for PvP, it shold certainly work for PvE
Not always. This build is for targets with significantly less health than a standard pve borg. Most of its strategy is appearing suddenly and alpha striking for a one hit kill. Sustained combat is where it has difficulty. That said pve can be won with a pea shooter and lots of time so its really just down to how fas you want to kill your target not how fast can you kill your target.
Lt. Commander
Join Date: Jun 2012
Posts: 138
# 183
12-04-2012, 09:55 PM
Quote:
Originally Posted by chillee View Post
BUt really... if it works for PvP, it shold certainly work for PvE
In this case, no. I think Ive posted in this thread or another saying how this ship is a selfish ship. You dont bring anything to the table when it comes to the team. Its a ship geared to PvP pugging. Its really fun to use and kill noobs with. But in a team setting you dont have the sustained damage of an escort or heals of a cruiser. Your consoles, abilities and doffs are to maximize damage and turn rate.

With an optimized build, you can get a kill every 3 mins. You are hurting your team if you get kills every 3 mins. You have minimal heals and DEM is a waste when NPCs dont bother balancing their shields anyways. Help your team and get an escort.

When people refer to "if it works for PvP, it shold certainly work for PvE", its actually referring to the players who have a deep understanding of game mechanics, how to deal damage, how to stay alive against players who know just as much as the other guy. Builds are optimized (min maxed) and focused. The average PvP build will be more effective than your average PvE Kirk in his rainbow boat tactical Oddy with TS II, eng team III and mask energy signature. (example of random build)

Last edited by hyprodimus; 12-04-2012 at 10:02 PM.
Ensign
Join Date: May 2013
Posts: 15
# 184
05-31-2013, 01:43 PM
Interesting. I didn't think this thread still existed.

Game seems to have changed substantially since I was last online flying it... Pray tell, is it still functional?
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,580
# 185
05-31-2013, 09:10 PM
Quote:
Originally Posted by thehakaishin View Post
Interesting. I didn't think this thread still existed.

Game seems to have changed substantially since I was last online flying it... Pray tell, is it still functional?
The largest change that affects this I think would be the turn rate buff.

RCS consoles and impulse thruster skill now grants a larger boost.

I had an oddy go from 12.9 to 17.1 degrees a sec with no change other than the import to tribble.

And Im sure some one has found a warpcore that compliments this build.
Career Officer
Join Date: Jun 2012
Posts: 117
# 186
05-31-2013, 09:47 PM
Actually, even preceding LoR, the concept of the Aux2Battery builds have increased the efficacy of cruisers in general, and perhaps the Gal-X in particular. WHile you can sort through numerous threads, the A2B builds consist of:

1- Running a single EPtS and EPtW while running 2 copies of A2B The key here is that you should run three (purple if possible) Technicians that reduce the recharge time on BOFF abilities. The math behind it is that each of the three Technicians is going to reduce the cooldown to the global cooldown value, essentially enabling BO abilities, especially the limited number of Tactical Officer BO abilities in the Gal-X to be more rapidly available. In effect, you are almost doubling the number of Tac BO abilities available.

2- Furthermore, A2B allows consistent uptime of Shield and Weapon Power to be at about 125... while sacrificing Aux power and heals when the Aux power is diverted. The enhanced weapons power makes cruisers hit a lot harder over a given period of time. Aux should be set just under 50 (48 or 49) as initially high Aux levels can be problematic at times when trying to recover.

3- I believe some torpedoes are worth carrying for the burst value, while tricobalts have had their base damage nerfed a bit, their damage as a High Yield projectile (which are harder to shoot down) has been enhanced. I've scored a max damage on Donatra's Borgified Scimitar at about 46K with a HY1 Tricobalt. That was exceptional, more likely to see something in the 15-25K range if hitting unshielded.

4- RCS console, or better yet, the Tachyokinetic Converter will help you turn a bit better. Would I stick an RCS console on my ship? NO, but that is a matter of preference. You can do it now, run cannons and not be laughed in an STF as a noob.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,580
Career Officer
Join Date: Jun 2012
Posts: 563
# 188
05-31-2013, 11:20 PM
i think it might be time for a Hakaishin Mark 2?
On the subject of Abramsverse stuff in STO: http://massively.joystiq.com/2013/07...l-rivera-part/
And more reasons against JJ Trek: http://www.youtube.com/watch?v=DiQ9piVgtWM
And even more: http://www.youtube.com/watch?v=REOjxvQPQNQ
Commander
Join Date: Jun 2012
Posts: 319
# 189
06-01-2013, 12:13 AM
Quote:
Originally Posted by disposeableh3r0 View Post
Good luck getting those Purple Mk XII Phaser Relays
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,580
# 190
06-01-2013, 12:23 AM
Quote:
Originally Posted by general1devon View Post
Good luck getting those Purple Mk XII Phaser Relays
I have some sitting in my bank. I don't really use phasers tho.
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