Career Officer
Join Date: Jun 2012
Posts: 1,301
# 401 I'm losing my baby!
01-08-2013, 09:40 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
looks solid, im a fan of the saber myself. i have a bit of advice though. 4 DHC builds have fallen out of favor with me lately. they don't spike, not really, ..snip..can be dealt with pretty easily unless you catch some one completely flat footed, or at least between TTs. a follow up torp and or beam will get you actual kills, but wont balloon your scoreboard numbers as much.ts.
My little DDIS is growing up! *sniffle*

Im so proud!
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Captain
Join Date: Jul 2012
Posts: 2,887
# 402
01-08-2013, 09:59 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
why a torp? and then why no torp ability? with so much built in defense to weapons energy drain, your in the best position to use all beams. i don't really think the excelsior is all that good of an EWP boat, not fast or maneuverable enough to lay it tactically, at least without APO1. and theres no reason to use version 3 of the power unless you have 9 into partical gens, use plasma energy weapons so your tac consoles buff its damage, and have embassy plasma infused particle gen consoles to further buff its damage. unless you wont to commit to that, just use EWP1 and use it as a hold.
Part of the torps was so I had a degree of spike damage, the other part was so I didn't overload my power levels with too many beams. I also find if used right the EWP is a very effective weapon keeping escorts off your back for example. I would be more than happy to show you the ship in action, I'm pretty sure she wouldn't disappoint
Empire Veteran
Join Date: Jun 2012
Posts: 6,420
# 403
01-08-2013, 10:17 AM
Quote:
Originally Posted by thissler View Post
My little DDIS is growing up! *sniffle*

Im so proud!
for a long time i favored BO +3 cannons, but never cared for torps much. to much de-specialization, almost a rainbow like quality to them, to prone to failure. but of course the result when it all goes well are staggering. i still wouldn't use quantums, but the HY omega gets guarantied results almost constantly, even shield hits at least light a nasty fire, and each impact deals so much damage that they can defeat light shielding, and not be completely absorbed by it.

my kick with all DHCs is a combination of not using escorts for a wile, and then using the vet ship and trying to make it work with just a commander tactical. with all the rep stuff now, i really need to do some updating to a lot of my posted builds.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Commander
Join Date: Jun 2012
Posts: 251
# 404
01-08-2013, 03:57 PM
Quote:
Originally Posted by rudiefix1 View Post
Im running now for a while, with very much satisfaction, a saber with my tac. I think I posted my initial build in another thread a while ago. However, lately I perfected this build to have even higher defence score based on speed, speed and speed. Did I mention speed?

In my opinion, this build does good damage, but most importantly, has great survivability. I only consider a bug to perform better with the same setup.

Fore: 4x DHC
Aft: 1x turret, 1x cutting beam, 1x beam array with at least [accx2]

Deflector: OMEGA / Advanced Positron Deflector Array Mk XII [PartG] [Sen] [Targ] [Threat]
Engine: OMEGA / Advanced Fleet Hyper-Impulse Engines Mk XII [Spd]x3 [Turn]
Shield: MACO

the adv. fleet engine and deflector may even perform better than the 2 omega

Consoles:
Tac: 4x for weapons of choice
Sci: 2 field generators. Maybe replace one for Impulse Capacitance Cell
Eng: Tachyokinetic Converter, Assimilated Module, EPS Flow Regulator, Neutronium Alloy

Boffs:
Cmdr: TT1, APD1, APO1, CFR3
LtCmdr: TT1, CSV1, BO3

LT: TSS1, HE2
LT: EptS1, AtoD1
Ens: EptE1

TSS1 can be replaced by tractor beam

Doffs (make a good build):
2x damage control engineer
2x attack pattern conn officer
1x beam special attack energy officer
(chance to reduce BO and FAW)

This doff setup uses instead of the more obvious TT conn doffs, the attack pattern conn doffs. that way 1x APO1 cycles perfectly with 1x APD. The doffs are expensive to buy, however, you create an extra "free" LtCmdr ability. I use BO3 with a beam array equipped on the aft. This because I tend to keep moving and keep my defense up. The beam array deals a nasty punch, many times a finish after the CRF burst (and its generally good to have some DPS on the back). This way you can also keep your 4 DHC in front, and is their damage not drained by BO3, since its in the backside not using at the same time. The beam special attack doff is there to reduce BO3 recharge time. Also, an important reason to favor BO3 with a beam array above a HY3 torpedo is that you save skill points and can keep your min/max energy focus. Finally, of course the 2 damage control engineers are there to have always both Ept's always up.

While moving around I tend to cycle EptE1, AtoD1, APD with APO, EptS. That way I always have good turnrate, speed and defense.

Its a pitty I almost never see a Saber around. I think many people underrate it, while it performs than the patrol escort.

Try to catch me....
OMG, another Saber Pilot!!!! I am not alone after all.

The setup you have is a lot similar to mine, save for I have two RCS Accelerators for turning, a Neutronium Alloy, and the Assimilated Console.

I was thinking of replacing Attack Pattern Beta with Beam Overload 2 and get a Dual Beam Bank up front. It's frustrating almost killing an opponent with 4 DHC's, then not being able to deal the finishing blow.
Empire Veteran
Join Date: Jun 2012
Posts: 6,420
# 405
01-08-2013, 04:13 PM
Quote:
Originally Posted by cliftona91 View Post
It's frustrating almost killing an opponent with 4 DHC's, then not being able to deal the finishing blow.
exactly. its harder then ever to now, 4 DHC basically does not work in pvp with fleet elite and rep passives boosting shield resilience, or 2 second gaps in your would be cannon barrage because of that damn placate.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Commander
Join Date: Jun 2012
Posts: 251
# 406
01-08-2013, 04:22 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
exactly. its harder then ever to now, 4 DHC basically does not work in pvp with fleet elite and rep passives boosting shield resilience, or 2 second gaps in your would be cannon barrage because of that damn placate.
Yeah, I'm seriously considering replacing a cannon with a DBB.

I mean, once my Hoh'sus locks onto a target, I usually only need a few seconds after decloaking and the target is dead.

I try to kill a target with my Escort, and it takes me far too long.
Captain
Join Date: Jun 2012
Posts: 1,395
# 407
01-08-2013, 04:41 PM
As far as I'm concerned the Fleet Saber is one of the most criminally underrated ships in the game. Beats out the Fleet Patrol and only falls behind the Bug when it comes to non-specialized, bread-and-butter Fedscorts. Its pivot is beautiful, it feels like handling a cannon on wheels.

Kinda sucks that it had such a PR problem due to the incorrect shield mod/hull info text.

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
Lt. Commander
Join Date: Oct 2012
Posts: 116
# 408
01-08-2013, 04:55 PM
So I had a thought the other day while playing around with my Vesta. I wondered how effective a shield-stripping build would be if it used Aux cannons to supplement its damage.

The results are pretty astounding. I've been able to take the shields clean off of pretty much anything (as long as RSP isn't up), even if it has ally support in the form of Extend or TSS. More importantly, I can do it while contributing a good bit of sustained damage from the Aux cannons. Torpedoes may be better for spike damage in this kind of build, but with the cannons I can focus my doffs on buffing Tractor Beam, Tachyon Beam and CPB instead of needing them to reduce torpedo cooldowns, and those doff powers are really quite helpful.

The best part about all this? I tested it on a character with mostly terrible gear and no budget. An Eng captain, even--and I didn't even use a LtCom Tac, like I originally wanted to!

This is the build I ran. Things I would change for a more ideal build are in italics.


Eng Captain (Sci or Tac)

Vesta Class

Fore: 3x Aux DHC
Aft: 1x Phaser Beam Array Mk XII, 1x Transphasic Mines Mk XI (Purple), 1x Transphasic Cluster Torpedo

Deflector: MACO Mk XII (Omega Mk XII)
Engine: Borg Mk XI (Omega Mk XII)
Shield: MACO Mk XII (Omega Mk XII)

Eng Consoles: 1x Neutronium Mk XI (Green) (Tachyokinetic), 1x Borg
Sci Consoles: 4x Flow Capacitor Mk XI (Blue), 1x Quantum Phaser
Tac Consoles: 3x Phaser Relay Mk XI (Green)

Comm. Sci: CPB 3, Tach Beam 3, HE 2, TSS 1
LtCom. Uni: (Eng) EPtS 3, Aux2SIF 1, EPtA 1 ((Tac) APO 1, CRF 1, TT 1)
Lt. Eng: RSP 1, ET 1 (RSP 1, EPtS 1)
Lt. Tac: CRF 1, TT 1 (DPB 1, TT 1)
Ens. Uni: (Sci) Tractor Beam 1

Doffs: 1x CPB DoT (Purple), 1x Tach beam turnrate (Blue), 1x Tractor shield drain (Blue), 2x EP Recharge (Blue)

Hangar: Delta Flyers

I've thrown this against premade teams, pugs, 1v1s, everything I coudl think of and its performed superbly even with a less than ideal setup. I've even found that, with my Eng captain and the LtCom engi boff, I can act as a secondary healer when my shield drain skills are on cooldown.

The playstyle is reminiscent of old Guild Wars "balanced spike" builds, where each player on the team would have a particular role during the course of the fight and would, on command, switch duties for a brief moment to spike down the designated target of opportunity. In this case, normal duties would be healing and doing whatever damage I could, and when the opportunity for a spike arises I pop tractor beam, Tachyon beam and CRF, saving CPB for when the target uses shield regen skills. Usually, if my team coordinates with me, this results in a quick kill even against otherwise tough targets.

Last edited by stealthrider; 01-08-2013 at 05:01 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,420
# 409
01-08-2013, 05:25 PM
cool, glad, and a little terrified, to see shield striping working on sci ships. the higher version of TB, the more the doff will drain too FYI. with the EPSx doff, you want 1 or 2 different variants of it for more chanced for the doff to proc for you. to shields and to aux would fit this ship well i bet. consider the omega 2 part for tet glider, and a 5th flow cap console.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jun 2012
Posts: 371
# 410
01-08-2013, 11:05 PM
Quote:
Originally Posted by cliftona91 View Post
OMG, another Saber Pilot!!!! I am not alone after all.

I was thinking of replacing Attack Pattern Beta with Beam Overload 2 and get a Dual Beam Bank up front. It's frustrating almost killing an opponent with 4 DHC's, then not being able to deal the finishing blow.
That's why I have the aft beam array. After the CFR volley, turn and deliver the BO3 burst. And even when still not killed, after moving out and turning back in front: CSV is up to do another volley.

I just dont want my cannon power reduced with 25%....

And, maybe a HY torp on the back is little more "spikey" but I tend to leave it as it is right now because it would cost another respec....

I may switch to CRF2/APO3 as it seems to give more DPS. It sould be possible to time these together, since they would both share 30 sec cooldown. CSV1 would then be up together with APD1.

No replacement of BO2 for APD because I need APD to reduce APO. And I already have the energy weapons specialist which has 50% chance to reduce BO/FAW.
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