Lieutenant
Join Date: Sep 2012
Posts: 42
# 61
12-04-2012, 03:44 PM
Quote:
Originally Posted by thishorizon View Post
Oh **** I've seen you around dude.

Right on.
lol not sure if thats a good thing or bad thing.

Im trying to learn the best i can about pvp, i still have many things to learn and improve upon but i'll get there someday
Risa Squadron
Captain
Join Date: Jun 2012
Posts: 1,026
# 62
12-04-2012, 04:32 PM
Quote:
Originally Posted by thishorizon View Post
and you may as well slot nothing instead of that breen cluster torp. you'd get the same results, but you just wouldnt see those mines pop out once they hit the target, and immediately get eaten up by AOE and TCD and pet spam.
I find the cluster torp to be pretty useful. It used to be bugged where it wouldn't split into the mines if you fired it too close to your enemy so it wasn't worth using. When they fixed that bug, I believe it also made it to where the mines deploy and start chasing your target much faster than before. If you are 1 km from your target and you launch regular mines it takes about 4-5 seconds for the mines to launch, get set up, then start chasing your target. If you do the same thing with a cluster torp, it takes about 1-2 seconds for it to go through that process so it's a lot less likely that the cluster mines will be targeted or avoided. Plus, with the amount of mines the cluster torp launches, it's like getting a free DPB, but better because the mines are more tightly packed, which means more spike since they will all be hitting at the same time. I love using the cluster torp on my transphasic torp/mine boat...get 'em in a transphasic sandwich with DPB mines on one side and cluster torp on the other....mmmmm tasty.
----
@DevolvedOne
Career Officer
Join Date: Jun 2012
Posts: 597
# 63
12-04-2012, 05:16 PM
Quote:
Originally Posted by paxottoman View Post
http://www.stoacademy.com/tools/skil...d=vestabuild_0
sorry pax but i dont understand your spec. why are you specing wep power? just put 2 beams in the back with mines or use 2 mines 1 beam. you get free subsystem target on that thing. and you dont even need wep power. and with full maco the 3 pt is very nice. a 7.1 disable. only shields stay up. psw for extends or to just hit people and unload on them.

maybe you know something i dont but that spec is just way too odd for my tast.

also a tact only needs 3 points into wep power levels. tho i swear 6 makes dhc recharge faster. could just be visual. but a sci only needs 3 points into aux as well. i tested this on tribble. 3 points was the same as 6 points. but the ship i tested was +15 to aux. but my bug is +10 wep power yet with 3 points in wep power i still hit the 125 wep power mark. i still do dps just as well as if i did 6 points. so just test 3 points in aux with this new ship. it will save you some points.

btw i did spec for a disbale type build. thats why 3 pt maco with psw and vm3. tss3 sci team 2.

Last edited by broken1981; 12-04-2012 at 05:26 PM.
Captain
Join Date: Jun 2012
Posts: 1,125
# 64
12-04-2012, 09:38 PM
hrm broken.

1 point in weapons gets me to 125 in my bug.

maybe its from a console or something? the borg one or ....uh.... hrm....

either way, i know i was railing about being at 125 a bunch earlier, but for the longest time i sat at 124 weapons power and really never noticed much of a difference.

it was about a year ago, so things may have changed, idunno.
Career Officer
Join Date: Jun 2012
Posts: 597
# 65
12-04-2012, 11:28 PM
Quote:
Originally Posted by thishorizon View Post
hrm broken.

1 point in weapons gets me to 125 in my bug.

maybe its from a console or something? the borg one or ....uh.... hrm....

either way, i know i was railing about being at 125 a bunch earlier, but for the longest time i sat at 124 weapons power and really never noticed much of a difference.

it was about a year ago, so things may have changed, idunno.
so let me ask you a question. are you still running 1 point in wep power? if so what do you drop down too? also how long does it take to recharge your dhc? might be a bit visual on my side but i feel i drop 5 points lower in wep power and takes like 3 secs longer to recharge wep power with just 3 points. at 6 points i dont drop as low ( 5 points lol, example is i drop to 60 in wep power and with 6 points i drop down to 65) so if you can understand what im asking here, might just spec just 1 point into wep power. kinda hard to get fleet mates over to tribble at times.
Commander
Join Date: Jul 2012
Posts: 363
# 66
12-04-2012, 11:46 PM
I can write pages on how to rationalize my build on here. But that will be too time consuming. Perhaps paying a visit and we can talk about it will be most beneficial.

I personally decided upon myself not to share my builds on the forums mainly for this reason. However, I am willing to share them with those willing to discuss them verbally. It's more effective and less time consuming.

INTERNATIONALPVP.TYPEFRAG.COM:62245
Captain
Join Date: Jun 2012
Posts: 1,125
# 67
12-04-2012, 11:52 PM
Quote:
Originally Posted by broken1981 View Post
so let me ask you a question. are you still running 1 point in wep power? if so what do you drop down too? also how long does it take to recharge your dhc? might be a bit visual on my side but i feel i drop 5 points lower in wep power and takes like 3 secs longer to recharge wep power with just 3 points. at 6 points i dont drop as low ( 5 points lol, example is i drop to 60 in wep power and with 6 points i drop down to 65) so if you can understand what im asking here, might just spec just 1 point into wep power. kinda hard to get fleet mates over to tribble at times.
i feel old school saying this, but i still run an EPS on most ships. i change power focuses like a madman.

and i chose the warp theorist? maybe... as a trait on Damian, my main toon, which i believe gives a bonus there...to power xfer? and levels?

i find that my weapons power is back up whenever i need it for CRF. so much so that i decided to run a overload 2 on a rear array, because i was always back up when i needed it.

i drop to... say...80 or so, and its back up to 125 within 2 secs on CRF runs. if i swing around to drop the overload, it takes maybe 3 secs to get back there.

it works for my playstyle, and with recent crit chance bonuses though reputation and consoles... i really like that spike out the aft. i have boffs trained ready to go with FAW2, target AUX 2, and Target engines 2 so on and so on... so i can be more versatile when needed.

run what works for your playstyle, maxing stats though speccing and consoles is one thing.... but the boff ability tray should be your open field for experimentation based on your personal piloting style.

have fun kill bad guys
Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 68
12-05-2012, 12:03 AM
the build I listed here has undergone a few changes.... I replaced a few consoles, got rid of the Cutting Beam and Assimilated Console, put a Tac officer in the LCMDR Uni slot (gotta get the most burst I can get outta those cannons) and put VMIII, TSS III, ST II, and PH1 on my CMDR SCI


I will see how this turns out... might be dropping wither the Grav Pulse Generator or the Subspace Jump Console for something else more useful...

really need to get better armor or a better RCS though....

when I can get a clean connection I plan to test my little frankenstien monster (will prolly fail "miserably")

with any luck it will be an improvement and be even MORE annoying

I did name it the Wasp for a reason.....
Major Xi'Zzin
I.R.W. Raptor's Claw
Storm Eagle Class Warbird Fleet Ha'feh
I have never trusted humans, and I never will
Career Officer
Join Date: Jun 2012
Posts: 120
# 69
12-06-2012, 05:51 AM
I like your build Pax.

Do you think it would be ok for a Sci character or is it better to just focus on control?
Lt. Commander
Join Date: Dec 2012
Posts: 101
# 70
04-08-2013, 01:34 PM
im thinking of buyin the tac vesta in my new tac char and i would like u guys to check my build and share ur opinions....

fore weapons : 2x phaser beam array xi [acc]x3 - omega torpedo
aft weapons : 3x phaser beam array xi [acc]x3


gear :
borg deflector mk xii
borg engine mk xii
maco shields mk xii or fleet adaptive covariant shields
advanced danubes and when elites come out, elites XD

consoles : 4 phaser relays - 2 neut - 3 shield hp sci consoles (i dont remember the name atm) and the quantum field focus phaser or whatever the name is... :O


stations

TT1 - BO2
THY1

EPTS 1 - RSP 1
EPTE1(or EPTA1 ) - RSP1 - EWP1

TB1(or PH1) - TSS2 - HE3 - TBR 3(or VM3)

the other station set is instead of the ensign uni being tac, changing it to sci to have both TB1 and PH1 and changing the BO2 for a THY2, i havent tested it yet...
i just cant decide whats best to have in the comm sci... vm3 is countered by subsystem repair and human boffs give +20 each... TBR deals lots of dmg and when the target is using apo, the repel is 0 still the dmg is there xDD and the dmg it deals is boosted by tac skills...

i would use tbr while the other is using apo or aux 2 dampeners and tb while these skills are on cd...

also i am in doubt of whats best to have in the eng lt comm station : the ewp or a aux2sif...

energy normally at 100 weaps, 25 shields, 50 engines, 25 aux and i quickly change it to 100/25/25/50 to use TSS or HE...


DOFFS - 2 tac team doffs - making the tt cd 15 secs XDD since i dont want to put in the lt comm into tac and 3 brace for impact instant shield heal ... all vry rare

the thing about this build was to cc with beams and to send 2 energy bolts at once heheheh



what do you guys think ? sry for my english xD

Last edited by ssb64; 04-08-2013 at 01:43 PM.
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