Captain
Join Date: Nov 2012
Posts: 585
# 641
03-04-2013, 09:08 PM
The Brakes

-or-

How I Learned to Stop Worrying

and

Love Dual Heavy Cannons


-------------------------------------------------------


Ship: Science Vesta (Multi-Mission Surveillance Explorer)

-[Weapons]-

Fore Weapons: 2 Phased Polaron Dual Heavy Cannons Mk XI [Acc][CrtH], 1 Phased Polaron Dual Beam Bank Mk XI [Acc]x2

Aft Weapons: 2 Phased Polaron Turrets Mk XI [Acc][Dmg]*, 1 Phased Polaron Beam Array Mk XII [Acc]x2

*[Acc]x2 would be preferable

-[Equipment]-

Deflector: Omega Mk X

Engine: Omega Mk X

Shield: M.A.C.O. Mk X**

**Elite Fleet Shield would be a better choice if available

-[Consoles]-

Engineering Consoles: Neutronium Mk X / Sympathetic Fermion Transceiver

Science Consoles: 5 Flow Capacitor Mk XI***

Tactical Consoles: 3 Polaron Phase Modulators Mk XI

Hangar: Runabouts

***Romulan Variants from Embassy highly recommended

-[Bridge Officer Powers]-

Commander Science: Hazard Emitters 1 / Transfer Shield Strength 2 / Energy Siphon 2 / Energy Siphon 3

Lieutenant Commander Tactical: Tactical Team 1 / Cannon Rapid Fire 1 / Target Sub-System: Engines 3

Lieutenant Tactical: Tactical Team 1 / Cannon Rapid Fire 1

Lieutenant Engineer: Emergency Power to Shields 1 / Reverse Shield Polarity 1

Ensign Science -or- Engineer:**** Tractor Beam 1(Science Team 1) / Emergency Power to Shields 1

****If you're facing an opponent who is stacking placates (particularly the Romulan T4 passive and KHG shields), you'll get more mileage out of Science Team or Emergency Power to Shields than your own Tractor Beam.

-[Duty Officers]-

2 Shield Distribution Officers, 1 Warp Theorist (E Siphon gains 25% chance to disable a subsystem), 2 Energy Weapons Officers (20 Sec reduction ins Target: Subsystems Cooldown)

-[The Concept]-

This ship is setup to do one thing, and one thing only: Control an opponent's movement through holds and engine power debuffs/disables. Attack Pattern: Omega and/or Evasive Maneuvers does jack-all for an opponent who has their engines offline or drained away.

That said, PI will blunt the bulk of the effectiveness of your Siphons, though, their main purpose is in allowing you to cap weapon power and top 100 in all other subsystems, allowing you to turn well and haul tail when necessary without always being battery dependent.

[More formatting changes to come, maybe]
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.

Last edited by thegrimcorsair; 03-04-2013 at 11:46 PM.
Captain
Join Date: Jul 2012
Posts: 2,192
# 642
03-04-2013, 10:06 PM
I think the previous post could use some color !
Captain
Join Date: Jun 2012
Posts: 1,015
# 643
03-05-2013, 06:07 AM
@thegrimcorsair:

Do you think you could get by dropping the DBB altogether? You could bring the rear array to bear fairly easily for the target subs and then have 3 DHCs up front. Just a thought.

Also, if you're focused on engine drain have you tried out the TBR doff? If Omega is up they get hit with multiple pulses, all of which have a pretty high chance at an engine drain.
Captain
Join Date: Nov 2012
Posts: 585
# 644
03-05-2013, 02:37 PM
Quote:
Originally Posted by redricky View Post
@thegrimcorsair:

Do you think you could get by dropping the DBB altogether? You could bring the rear array to bear fairly easily for the target subs and then have 3 DHCs up front. Just a thought.

Also, if you're focused on engine drain have you tried out the TBR doff? If Omega is up they get hit with multiple pulses, all of which have a pretty high chance at an engine drain.
Being able to drain Engines and Sub-nuc without taking guns off target is more valuable than either being on Target with guns for a Nuc or taking the guns off target to target engines then getting back on target for a Nuc.

I have not tried the TBR DOff as I do not possess it, nor likely the EC to purchase it. I've no idea how useful it'd be, but I suspect it would be less useful than being able to keep all my power levels capped virtually all the time. I'll see about using it this evening, though I'm skeptical of its effectiveness.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Empire Veteran
Join Date: Jun 2012
Posts: 6,619
# 645
03-06-2013, 09:27 PM
Renim's resistance viewer tool has been updated! a new version of a tool that shows basicly real time what your targets shields and hull resistance is, based on the combat log after you activate it. think of it as an enhanced sensor array
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Captain
Join Date: Aug 2012
Posts: 2,735
# 646
03-10-2013, 10:32 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
well if your not using an escort never mind. if you do, and you use DCs over DHCs, your not going to do well. you will learn to love the effect they have on shield faceings then. i know what you mean about escorts, i use more off beat escorts like ships like destroyers because i hate that they are the only dangerous ships, and large ships of the line are helpless.
I exactly know how you feel.

I bought myself a Moebius (don't ask what i had to do to get enough money, lol), but i must say it's extremely nimble compared to my Mirror Assault cruiser. Maybe i just have to get accustomed to it. But i reach a turnrate of 43+ sometimes, that's really confusing if the ship overdrives in Battle, lol.
Maybe this sounds crazy, but i really wish there where a way to make it a bit slower turning. When looking at the ships stats i never would have thought it being so fidgety.

I tried your Moebius build, especially its BOFF, console and DOFF layout, and did some Fleet actions, missions and stuff i do everyday.


But even if the ship isn't so nimble ayymore (i'm not certain if its me getting accustomized to it or the different BOFF powers), i can't get get the feeling of it being a improvement over my Mirror Assault Cruiser.
That's not against your Build, but more just a matter of "feeling".

Surely the Moebius got more firepower and it's survivability is almost the same, but still, it just doesn't feel like a Star Trek game anymore.

Last edited by yreodred; 03-10-2013 at 10:40 AM.
Ensign
Join Date: Sep 2012
Posts: 14
# 647 anti-escort
03-10-2013, 07:13 PM
I've been thinking about this for a while now:

Since escorts are so flavor-of-the-month(s) right now, and especially for people who can't always have an organized PvP team but are occasionally thrown into PUGs - or even choose to play random - what would be the optimal build for taking down escorts?

Goals:
  1. negate the escort's biggest advantage - its speed and turning (which also provide much of its defense/survivability)
  2. capitalize on the escort's biggest weakness - its squishiness
  3. be able to withstand high alpha strikes

Regarding #1, the best strategy I've come up with is a variety of power drains; tractor beams, chronitons, and various other debuff-snares can be cleared with APO or PH but as someone pointed out earlier in the thread, all that free movement doesn't matter if you've got low engine power or engines offline. Thus, Polarons seem like the logical weapon choice, along with things like Leach, Tyken's, Energy Siphon, the Breen set, etc.

Regarding #2, with comparably fewer shields to chew through than other ships, but a moderate amount of hull, it seems Kinetic damage is called for. Obviously you need some energy damage to punch through the shields initially, but once they're gone the aforementioned power drains should prevent them from regenerating too quickly and, since most escorts prefer powering engines & weapons over shields & auxiliary, even shield-healing science abilities won't be as much of a concern.

Regarding #3, it's gotta have the same basic staples of any ship these days: RSP and TT at least. Other options for reducing spike damage would be things like the Borg 3pc, placate procs, Honor Guard shields, and defense bonuses (Aegis 2pc?). To avoid being pinned and losing all that defense, Polarize Hull or APO are needed too.

Additionally, carriers are a nice way to harass an escort, as most escorts will have a difficult time killing multiple enemies at once if they are't in a cone for CSV. Recall doffs also provide bonus defense when needed (i.e. during alphas).

TL;DR - looks like a Vesta with Polarons, some torps/mines & high aux

All that having been said, so far in my tinkerings there are a few persistent walls I keep running into.

Problems:
  1. The initial snare: Keeping an escort snared is easy; getting it snared in the first place can be tough, as it needs to be in range and likely in a weapon or ability firing arc of some variety (depending on which snare/drain we're using). There's always tractor beam, but they'll just APO out of it. Timeships are another option, but pricey. Catching an escort is an even bigger problem if not flying something with a high turn rate of its own, so cruisers seem off the table. And of course, even in an escort with a purple Mk XII turn console, I get flown around in circles by JHASs.
  2. Cloak: Problematic for its defensive potential here (obviously the offensive use informs Goal #3 above) - a Klingscort can battle cloak away on the verge of death and return with full health & shields, unsnared and ready to alpha you again. Charged Particle Burst is an option, but it competes with all our power draining abilities for precious boff slots; the Grappler console is another, but it has a very long cooldown. Buffing the daylights out of Sensors skill is a third, but I've never tried this myself and anecdotally I hear it's dicey, although we'd be running plenty of aux power for abilities already anyway. A smart opponent will use temporary stealth buffs like the Honor Guard 3pc to thwart this however.
  3. Offense vs. Defense: Even if I manage to slow an escort, generally this just means I can actually hit it for once but not necessarily do much damage. With chaining TT and all the passive heals in the game currently, even a snared/drained escort can be remarkably durable. It's difficult to have both enough defense to survive alphas while simultaneously being able to do enough damage to kill a smart escort. It seems like the right answer is to have just barely enough defense to survive the game's nastiest alpha and then dump as much else into offense as possible, but I'm still trying to find that point.

Anybody else have thoughts/suggestions?
Lieutenant
Join Date: Oct 2012
Posts: 71
# 648
03-16-2013, 09:01 PM
Hello everyone! So the other day I was Pvping with my Scourge R. I was on a team with pretty good Klinks (A lot of battle cruisers and cruisers). And the Fed team was just horrible. But they had 2 Mobius Temporal Destroyers. And they were VERY GOOD players. I don't know how they did it, but they were almost impossible to destroy with their Adaptive Shields. When I get my Fleet Scourge R I want to play just like them. I know they probably have really high gear and doff's. But can you guys give me at least what you use in your build? Currently this is what I have in my Scourge R.

Weapons:
Fore:
Dual Disruptor Heavy Cannons Mk XII [acc] [dmg] [CrtH] X3
Dual Distuptor Beam Bank Mk XII [acc]x2 [CrtD]
Aft:
Fleet Disruptor Turret [Dmg]x3 [Acc] X3

Boff Abilities:
Tac: TT1, CRF1, APO1, APO3
Tac: TT1, CRF1, BO3
Eng: EPtS1, RSP1
Eng: EPtS1
Sci: PH1, HE2

Doff:
Doff that decrease evasive maneuvers X3
???

Shield: Fleet Cov. Shield [Cap]x3 [ResX] The one with phaser res
Engine: Borg
Deflector: Borg

Consoles:
Tac: Disruptor weapon dmg increaser X4
Eng: RCS X3
Sci: Borg, Shield Regen Increaser

Power levels:
Noob PvP: 100/50/25/25
Normal PvP: 100/25/50/25
Elite PvP (Against stronger people) 75/25/75/25
PVE: 100/50/25/25

As you can see I have a pretty solid build. It works pretty well, not a lot of people can beat me in a 1 vs 1. Now I just need to perfect it. It seems compared to the elite escorts and tac's flying around, my damage is not enough, and I can't speed tank as good as them, or even res. tank. So what is it you guys are doing to become so powerful? Can you guys please give me an idea of your build or what you are really using to tank and do so much damage (Boff, Doff, Equipment, Power). And would of you guys mind explaining how the adaptive fleet shield works?Sometimes I see a disruptor adaptive shield with a number 10, what does that mean? And like I mentioned before, I'm getting a Fleet Scourge R. Any builds on that would be nice too! Thanks everyone!

-Wuusta

Last edited by wuusta; 03-16-2013 at 09:59 PM.
Lieutenant
Join Date: Jan 2013
Posts: 98
# 649
03-18-2013, 07:43 AM
Any science healbot captains that might be available after 5PM EST? I'd like to talk to someone about this build:

http://sto-forum.perfectworld.com/sh...&postcount=547

I especially want to go over the skill tree before I burn my respec.
24 Hours a day, 365 days a week.
Empire Veteran
Join Date: Jun 2012
Posts: 6,619
# 650
03-18-2013, 01:52 PM
Quote:
Originally Posted by wuusta View Post
Hello everyone! So the other day I was Pvping with my Scourge R. I was on a team with pretty good Klinks (A lot of battle cruisers and cruisers). And the Fed team was just horrible. But they had 2 Mobius Temporal Destroyers. And they were VERY GOOD players. I don't know how they did it, but they were almost impossible to destroy with their Adaptive Shields. When I get my Fleet Scourge R I want to play just like them. I know they probably have really high gear and doff's. But can you guys give me at least what you use in your build? Currently this is what I have in my Scourge R.

Weapons:
Fore:
Dual Disruptor Heavy Cannons Mk XII [acc] [dmg] [CrtH] X3
Dual Distuptor Beam Bank Mk XII [acc]x2 [CrtD]
Aft:
Fleet Disruptor Turret [Dmg]x3 [Acc] X3

Boff Abilities:
Tac: TT1, CRF1, APO1, APO3
Tac: TT1, CRF1, BO3
Eng: EPtS1, RSP1
Eng: EPtS1
Sci: PH1, HE2

Doff:
Doff that decrease evasive maneuvers X3
???

Shield: Fleet Cov. Shield [Cap]x3 [ResX] The one with phaser res
Engine: Borg
Deflector: Borg

Consoles:
Tac: Disruptor weapon dmg increaser X4
Eng: RCS X3
Sci: Borg, Shield Regen Increaser

Power levels:
Noob PvP: 100/50/25/25
Normal PvP: 100/25/50/25
Elite PvP (Against stronger people) 75/25/75/25
PVE: 100/50/25/25

As you can see I have a pretty solid build. It works pretty well, not a lot of people can beat me in a 1 vs 1. Now I just need to perfect it. It seems compared to the elite escorts and tac's flying around, my damage is not enough, and I can't speed tank as good as them, or even res. tank. So what is it you guys are doing to become so powerful? Can you guys please give me an idea of your build or what you are really using to tank and do so much damage (Boff, Doff, Equipment, Power). And would of you guys mind explaining how the adaptive fleet shield works?Sometimes I see a disruptor adaptive shield with a number 10, what does that mean? And like I mentioned before, I'm getting a Fleet Scourge R. Any builds on that would be nice too! Thanks everyone!

-Wuusta
looks like a solid build to me, its got all the important details, and the doffs are simple. remember that the fleet scorge has a sci ENS station though, its different from the retrofit for some reason.

hitting hard effectively i find takes timing and watching active buffs. if your fighting a target and he has his TT perfectly timed with your tac station cooldowns, your going to be there for a wile, beating on someone rotting through defenses can get you no were. i like to pick a target thats receiving no healer and attacker attention, and try to hit him with as strong an alpha as possible, and call him as a target at the same time. if your lucky 3 cannons will drop a shield facing in a single fireing cycle and you can land a BO or torp hit at that exact moment. with defense passives, actives and procs so strong, more then ever its how much damage you can do in the space of a second that gets kills now.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
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