Ensign
Join Date: Sep 2012
Posts: 14
Which skills buff the Birds of Prey carrier pets on my Vo'Quv carrier, and how?

I've heard that Driver Coil does something for it, but I never saw what.

Thank you in advance!
Ensign
Join Date: Jun 2012
Posts: 18
# 2
01-04-2013, 04:48 AM
As far as im aware the only thing that will buff your pets is the flight deck officer doffs, i think its the one where you get 10% dmg in escort mode. - load up on 3 of them and you got a nice extra punch.
Ensign
Join Date: Sep 2012
Posts: 14
# 3
01-04-2013, 06:21 AM
Quote:
Originally Posted by iampulsar View Post
As far as im aware the only thing that will buff your pets is the flight deck officer doffs, i think its the one where you get 10% dmg in escort mode. - load up on 3 of them and you got a nice extra punch.
Thanks much appreciated!
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Fix the crew losses on a Vo'quv Carrier! Also the BOP AI!

Captain
Join Date: Sep 2012
Posts: 535
# 4
01-04-2013, 07:34 AM
Quote:
Originally Posted by iampulsar View Post
As far as im aware the only thing that will buff your pets is the flight deck officer doffs, i think its the one where you get 10% dmg in escort mode. - load up on 3 of them and you got a nice extra punch.
Thats one method, but there are other ways to buff your pets, albeit all require getting into combat range:

1.Sensor scan with doff - reduces resistance and reduces weapon damage by the enemy
2. Attack pattern beta - Simply tag the victim and keep on it to debuff enemy resistance and so increase power

Basically if you can activate it and it buffs/debuffs for everyone, its a way to buff pet damage (hence why omega does not work, ect)
Commander
Join Date: Dec 2012
Posts: 460
# 5
01-04-2013, 11:38 AM
The damage boost flight deck officers only boost damage in attack mode. There are flight deck officers that boost accuracy in intercept mode and ones that boost defence in recall mode.

Best of all are the ones that lower your launch,cool downs, because when you launch a pet it starts with nothing on cool down so you can use its abilities and projectiles more often.

High AUX also decreases your launch cool down.

Powers like Tactical Fleet should also buff your fighters, same with fire on my mark, and,tactical initiative.

Also according to sto wiki certain skills buff pets, driver coils, flow capacitors, starship weapons, projectile weapons, and hull repair all boost attributes of my Orion Slavers and I imagine many these skills will do the same for your BoP.

Of course the best way to buff your pet is to upgrade to advance version, which I guess if,your using the B'rothl's would be Ultra Rare fleet BoPs. You need to be in a fleet with a tier 5 communications array to get them.
Ensign
Join Date: Sep 2012
Posts: 14
# 6
01-04-2013, 01:59 PM
Quote:
Originally Posted by lordgyor View Post
The damage boost flight deck officers only boost damage in attack mode. There are flight deck officers that boost accuracy in intercept mode and ones that boost defence in recall mode.

Best of all are the ones that lower your launch,cool downs, because when you launch a pet it starts with nothing on cool down so you can use its abilities and projectiles more often.

High AUX also decreases your launch cool down.

Powers like Tactical Fleet should also buff your fighters, same with fire on my mark, and,tactical initiative.

Also according to sto wiki certain skills buff pets, driver coils, flow capacitors, starship weapons, projectile weapons, and hull repair all boost attributes of my Orion Slavers and I imagine many these skills will do the same for your BoP.

Of course the best way to buff your pet is to upgrade to advance version, which I guess if,your using the B'rothl's would be Ultra Rare fleet BoPs. You need to be in a fleet with a tier 5 communications array to get them.
At 100 AUX the cooldown fell to about 30 secs, but then I had 50 weapons power and it went really low firing six weapons. I reduced it to 65, but I use EPS power transfer which gives a +25 boost, and the vo'quv has +10 AUX anyway, and I put some points into the AUX skill which leaves the cooldown at about 30 seconds...

The carrier officers are REALLY expensive, and the boost is minimal to say the least. I won't get them for a while.

I'm only using the basic bird of preys, but I will upgrade when I can. Not the ultra rare version, though. The fleet I'm in is tier three for everything.

EDIT: 35 seconds exactly to cool down
------------------------------------------------------------------------

Fix the crew losses on a Vo'quv Carrier! Also the BOP AI!


Last edited by spock1003; 01-04-2013 at 02:02 PM.
Career Officer
Join Date: Jun 2012
Posts: 103
# 7
01-04-2013, 06:55 PM
You could always just drop some dilithium on the purple advanced BoPs in the shipyard. I am about to log on and start grinding for my second, I bought my first the other day, but I have been working my second job the last couple nights too. I was not dissatisfied with my normal blue BoP's, but I have heard the advanced ones are exceptional. I can only imagine what an ultra-rare version would be like.
Captain
Join Date: Jun 2012
Posts: 2,670
# 8
01-04-2013, 07:27 PM
Could always build as like a shield stripper with tetryon weapons and tachyon beams and the like, give those BoP torps bare hull to slam into.
Career Officer
Join Date: Jun 2012
Posts: 2,287
# 9
01-04-2013, 09:07 PM
Attack Pattern Beta is the best tactical power a carrier can have- it decreases your target's damage resistance, which means everything shooting at that target hits it harder- including your pets.

Power drain builds are also incredibly effective for a Vo'quv, because completely shutting down a poor NPC right before four quantum HY2 volleys hit it is hilarious.
Ensign
Join Date: Sep 2012
Posts: 14
# 10 My Build
01-05-2013, 02:22 AM
Here is my build:

Fore weapons: 3x Polaron beam array MK X [acc]
Aft Weapons: 3x Polaron beam array MK X [acc]
Deflector: Positron MK X (I will swap this for the Jem'hadar set when I can, to buff my weapons and reduce crew losses)
Engine: Combat Hyper-Impulse engines MK VIII (same as above)
Shields: Reman Covariant MK X (same as above)
Devices: Don't use these other than the subspace modulator, which I use at the start of every battle
Engineering consoles: RCS accelerator MK X (rare) Tetraburnium Hull armour MK X (rare) Ablative Hull armour MK X (rare)
Science consoles: 3x Shield emitter array MK X (uncommon)-will swap for field generators when I can, Biofunction monitor MK X (rare)
Tactical consoles: 2x Polaron phase modulators MK X (one common, one uncommon)
Hangar: 2x B'rel Birds of Prey-will upgrade

Tactical Lieutenant Commander: Fire At Will 1, Fire At Will 2, Attack Pattern: Beta 2
EDIT: Tactical Lieutenant Commander: Fire At Will 1, Attack Pattern: Beta 1, Target Shield Subsystems 3

Engineering Lieutenant Commander: Engineering Team1, Emergency Power to Shields 2, Aux to structural integrity 2
Science Commander: Tractor Beam1, Scramble sensors 1, Gravity Well 1, Tyken's Rift3
Science Lieutenant: Hazard Emitters 1, Transfer Shield Strength 2

Duty officers: one common and one uncommon technician (reduces Bridge Officer recharge times), 3x uncommon flight deck officers (to reduce cooldown on hangar pets)

This is all for PVE, I rarely do PVP.


Please Evaluate!
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Fix the crew losses on a Vo'quv Carrier! Also the BOP AI!


Last edited by spock1003; 01-05-2013 at 08:18 AM.
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