Captain
Join Date: Jul 2012
Posts: 2,729
# 171
04-08-2013, 08:51 AM
Quote:
Originally Posted by tpalelena View Post
The trouble is, dual weapons require a forward facing. So most of the time, you have to face the enemy you shoot at , or you will be as useful as a shuttle.

You can blitz in circles around the enemy with turrets or beam arrays....but then you better go with a cruiser anyway.

A decent cruiser that is specialised for tanking is hard to find, as a lot of people want them as damage dealers.

I use 3 projectile, 1 warp core engineer and 1 damage control engineer, all purples.

I got Hazard emitters 1, transfer shield 2, ETPS 1, EPTW 1 (used to be another EPTS), Auxiliary to structural 1 (for damage resistance debuff) , and two tactical teams.

As for the ship, its a Fleet Patrol Escort with 4 hull armor consoles, and the Adapted Maco set. I used a Field Emitter and a -threat console, but I swapped the latter out for the zero point conduit because I was still always gerenating the most threat.

I got subspace device in a device slot for extra tanking.

I run with 125 weapons and 75 shield power. Weapons are 3 dhc, 1 romulan torpedo, 2 turrets and 1 cutting beam.
People like to post their gear and boff setup without mentioning the most important factor of all, their skill tree. Gear and boff abilities mean nothing without an adequate skill tree to accompany them.
Reality is WAR
KHG Klingon Honor Guard
Career Officer
Join Date: Jun 2012
Posts: 4,294
# 172
04-08-2013, 08:58 AM
Quote:
Originally Posted by admgreer View Post
Try running "no win" without tanks or Sci ships. You might get to wave 5. That content cannot be ran successfuly without them. Starbase blockade cannot be done well without heals and crowd control. In fact most of the fleet missions require a Sci ship to be completed with any type of success. Only STF's perhaps dont need them as much unless on Cure someone blows a cube early and the team needs a good Sci ship to hold back the tide of raptors. In my opinion in "team" play a tank and Sci ship are a must.

But sadly in solo PVE missions you will do best in an Escourt.

The most successful Teams i have seen are 2 High DPS Escourts, 1 big tank Cruiser with high threat level and 2 Sci ships with holds and repels to direct traffic and buff/heal the escourts.
Firstly, absolutely NO offense intended here - but I don't entirely agree.

Can only comment from a Sci perspective, as don't have a VA level Engineer toon yet:

No Win Scenario: Granted, a well-placed GWIII can slow the enemy down somewhat (and I find my Vesta's Graviton Sheild useful for keeping enemies away from the transport too) but these are things that are not necessary if high-DPS escorts kill everything before such crowd control measures are either required or useful anyway.
I will, however, conceed that No-Win is one of the few instances where healing is of benefit.

Azure Rescue: Play this one fairly often lately, as my sci is nearing T5 Romulan rep and I need the Romulan marks. My sci uses a Vesta, which does fair DPS for a sci ship. Sadly, probably 8 times out of ten, by the time I reach weapons range the escorts present have already finished the Tholians off, leaving no role (beyond tractor beam disable) for me.

ISE: Sci only useful for slowing spheres with GW if someone pops a generator early, though I've been in groups where the escorts have killed the generator before the GW was any use anway.
And perhaps still serve a purpose healing the Borg's relentless plasma spam.

Fleet Alert: Have actually played this in my Fleet Heavy Escort Carrier/Armitage, accompanied by a JHAS, a Fleet Defiant, a C-store Defiant & a Prometheus. All tac officers. Gorn as the enemy - and we completely wiped the floor with them in no time flat and the starbase remained at 100%, since the enemy seldom managed to get within firing range to do significant damage.

And certainly, in the the case of the Fleet Alert I mention, that's the point - when you have sufficent DPS that the enemy can barely even get near the Starbase, what purpose would tanking/crowd control serve?

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
Career Officer
Join Date: Jun 2012
Posts: 1,694
# 173
04-08-2013, 08:59 AM
Quote:
Originally Posted by admgreer View Post

The most successful Teams i have seen are 2 High DPS Escourts, 1 big tank Cruiser with high threat level and 2 Sci ships with holds and repels to direct traffic and buff/heal the escourts.
I have to agree that is probably the best overall mix for any situation, except I would change those sci vessels with full carriers.... full carriers are a thing of beauty if piloted by a good player. Of those the Recluse seems the be either the best or the one most often piloted by really competent players. If anything I'd imagine full carriers are the ships we should be watching with envy.
Quote:
Originally Posted by sorceror01 View Post
....you are a bad starship captain and you should feel bad.
Quote:
Originally Posted by tachyonharmonic View Post
However, I think with regard to the Romulan Republic player characters/npcs, it all comes down to a finite point:

These are not the Romulans from the shows.
Captain
Join Date: Jun 2012
Posts: 2,651
# 174
04-08-2013, 09:14 AM
Quote:
Originally Posted by deokkent View Post
People like to post their gear and boff setup without mentioning the most important factor of all, their skill tree. Gear and boff abilities mean nothing without an adequate skill tree to accompany them.
Sure. Skills are...

Tactical:
Starship attack patterns 9 , weapons training 9, energy weapons 9, projectile weapons 9, Manoevers 9, targeting systems 9, Energy weapon specialisation 9, projectile weapon specialisation 9

Engineer:
Hull repair 9 ,Structural integrity 9, warp core efficeincy 6, Electro plasma systems 3, Impulse thrusters 6 , Warp core potential 9 , Hull plating 6, shield performance 6, weapon performance 6, Armor reinforcements 3 (may need 6)

Science :
Shield emitters 9, Shield systems 9, Power insulators 3, Inertial dampeners 3

Ground :
grenade 6, weapon proficiency 9, Combat specialsit 9, shield generator 9, special forces 3, squad command 3, willpower 3, combat armor 3.

Reputation powers :
Omega weapon proficiency, Omega weapon training, Regenerative shield augmentation, Omega graviton amplifier,Medical nanite cloud.
Lethality, Precision, Reactive shielding, Sensor targeting assault, Quantum singularity manipulation.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.

Last edited by tpalelena; 04-08-2013 at 09:16 AM.
Career Officer
Join Date: Sep 2012
Posts: 2,538
# 175
04-08-2013, 09:42 AM
Quote:
Originally Posted by reyan01 View Post
Azure Rescue: Play this one fairly often lately, as my sci is nearing T5 Romulan rep and I need the Romulan marks. My sci uses a Vesta, which does fair DPS for a sci ship. Sadly, probably 8 times out of ten, by the time I reach weapons range the escorts present have already finished the Tholians off, leaving no role (beyond tractor beam disable) for me.
Azure Rescue is a bad example IMO. Any ship can easily kite the Tholians out of range and pull them off target. You can complete this without ever destroying a single Tholian ship. If you wanted.
Quote:
Originally Posted by thecosmic1 View Post
Anyone calling Valoreah a "Cryptic fanboy" must be new to the forum.
Captain
Join Date: Jul 2012
Posts: 2,729
# 176
04-08-2013, 09:57 AM
No win scenario: you don't need a full sci vessel. You need any starship that has a lieutenant commander sci station, so you can have tractor repulsors and grav well (examples include mobius temporal destroyer, breen warship or vesta).


Starbase blocade: Escorts can heal too, they just put more power to aux and just send a tac team, transfer shield strength and hazard emitters then do everything to grab aggro from the npcs.

STFs: If you ask me, most successful team in stfs would have to be high dps bug jem hadar escorts with the jem space set and a high dps tanking cruiser to steal aggro from everything. Escorts will alternate in sending heals to the cruiser when needed with their lt eng/sci stations, but only 2 should be healing the cruiser at any one time. The escorts would be equipped with phased polaron weapons (3DHC + reputation torp launcher + 3 turret) with the modifier crthx2, and fully spec'ed in flow capacitor skill and offensive tac skill tree (threat excepted). Reputation passives will be ones to emphasize critical damage and offensive abilities for the escorts. Cruiser will have the tanky ones. The cruiser will carry plasma weapons (crthx3) with plasma infused consoles with +thr modifier. The whole team should carry at least 1 copy of pattern beta. The cruiser will cycle fire at will and evilly spam everything with it. That's for the highly shielded boss NPCs.

Escorts could also keep a second set of DHC/turrets, preferably polarized disruptor or fleet weapons (antiprotons/plasma/disruptor). The reason for this is because some
NPCS are unshielded and don't return fire in some stf (I'm thinking kase and cure) so any weapons to weaken the hull while it's being dpsed will do. The gravitic anchor bonus from the omega space set would be very useful here too.
Reality is WAR
KHG Klingon Honor Guard

Last edited by deokkent; 04-08-2013 at 10:13 AM.
Captain
Join Date: Jun 2012
Posts: 2,651
# 177
04-08-2013, 10:39 AM
Antiprotons are good if you got a high critical chance, while Disruptor has a really nice proc. Plasma weapons need the romulan consoles and the romulan set 2 piece, but they can be devastating too
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Captain
Join Date: Jul 2012
Posts: 2,729
# 178
04-08-2013, 11:50 AM
Quote:
Originally Posted by tpalelena View Post
Sure. Skills are...

Tactical:
Starship attack patterns 9 , weapons training 9, energy weapons 9, projectile weapons 9, Manoevers 9, targeting systems 9, Energy weapon specialisation 9, projectile weapon specialisation 9

Engineer:
Hull repair 9 ,Structural integrity 9, warp core efficeincy 6, Electro plasma systems 3, Impulse thrusters 6 , Warp core potential 9 , Hull plating 6, shield performance 6, weapon performance 6, Armor reinforcements 3 (may need 6)

Science :
Shield emitters 9, Shield systems 9, Power insulators 3, Inertial dampeners 3

Ground :
grenade 6, weapon proficiency 9, Combat specialsit 9, shield generator 9, special forces 3, squad command 3, willpower 3, combat armor 3.

Reputation powers :
Omega weapon proficiency, Omega weapon training, Regenerative shield augmentation, Omega graviton amplifier,Medical nanite cloud.
Lethality, Precision, Reactive shielding, Sensor targeting assault, Quantum singularity manipulation.
Alright thanks .

I can tell you right off the bat that your emergencies powers are too weak because you have no points in electro plasma. This might lower your dps because weapon power doesn't recuperate as well, the same goes for your shield power.

You need more damage control engineer doffs, at least 2 of them should do (I use 3). This will make your emergency powers available at all times, practically having infinite emergency power to shields and weapons. It does happen that all 3 doffs won't proc, but that's pretty rare (evading or transferring all power to shields will solve that issue). Having 2 of them will proc even less time.

Inertial dampeners skill is pretty useless outside of PvP. You can escape borg tractor beams pretty easily with evasive maneuvers combined with polarize hull or pattern omega. Those points should go toward power insulators or armor enforcement. You also need at least 6 points in power insulators. Why? Because the borg shield neutralizer exists.

You have no offensive sci abilities, adapted maco is not a good fit for you, at least for your build... WAY too many stats you're not using. The set bonuses are very good but not worth the useless stats. The maco deflector or the borg set is probably a much better choice. Since you have a cutting beam, the borg set will do wonders on your build.

3 projectile doffs are probably not working very efficiently with your romulan torp, those romulan torpedoes have an incredibly fast reload time. You fire 1 every second I think, 6 in sequence with each having 6 sec recharge time. So theoretically, these torps should be firing almost continuously, one after another. Unless I'm missing something, you don't even need those projectile doffs. I recommend you test this in-game to make sure. If you're like me, I would invest more ec in conn officers doffs to lower the tac team cool down, so I only have to use 1 copy which allows me to use more offensive tac abilities (be careful which conn officer you buy, there are more than 1 version of conn officers). At least this way you can fully cycle your attack pattern and all your cannon/torp enhancing abilities. Tip of the day: use 2 attack omega 1 + polarize hull to close that gap , then troll borg/science spamming you with grav well and tractor beams for the win.

You have many boff abilities that rely heavily on aux power (transfer shield, hazard emitters, aux to structural to name a few). I doubt you have any power in that subsystem... I hope you carry an aux battery at least.

(Edit: You could quickly transfer power to aux subsystem when you need to use the heals, but your transfer rate is low this method would be very inefficient on your starship, especially when you're using dhc and turrets)

You really don't need that many armor consoles hehe (you must think I'm insane right now). I used to have that many myself before I realized I could tank the damage if I time right my boff abilities and brace for impact. I suggest your read the description of your boff abilities and come up with a good way to toggle them in sequence. Putting that many on my fleet patrol now would amount to unnecessarily over tanking NPCs. If you ask me, I'd rather equip a monotanium console since you have no points in armor enforcement (did I get that console name right? The one that gives you kinetic resist only?). There are also better choices like the zero point energy/assimilated module/tachyokinetic. I highly recommend the zero point energy for your build, since it's part of a set with the rom torp.

You probably already know this: use hazard emitters not as a hull heal, but principally as a counter to borg shield neutralizer and plasma fire.

Finally for your science console. I strongly recommend the field generator, get the embassy -thr one if you can afford it, two of them will do nicely.
Reality is WAR
KHG Klingon Honor Guard

Last edited by deokkent; 04-08-2013 at 01:57 PM.
Captain
Join Date: Jun 2012
Posts: 2,651
# 179
04-08-2013, 01:35 PM
I already have some of those, but the plasma torpedoes do get a good use out of the projectile ones.

It has a 9 sec cooldown, and it can really hurt if you spam it with 3 officers.

As for the Honour Guard, I use it because sometimes I swap another DHC out for the Omega torpedo, which I high yield.

An alpha strike with an Omega Energy bolt and a barrage of hyper plasma torpedoes can do great damage. I have observed Energy bolt criticals up to 120k damage.

I already got a monotanium console, as well as a field generator.

I tried using 2 -threat ones, but I did so much damage they were useless.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Captain
Join Date: Jul 2012
Posts: 2,729
# 180
04-08-2013, 01:59 PM
For a very tanky fleet patrol escort against elite tac cubes, a little sacrifice in dps, this is the build I know works very well (funny thing is there are other possibilities). The skill tree is optimized for both space and ground combat. Click different tabs to see the reputation traits/skill tree/gear choice.
Link

Duty officers are: 2 purple conn officer tac team reduction + 3 damage control doffs.
Bridge officers are all human (leadership trait).

I know for a fact this build gives you over 100% defense bonus, with well over 6k dps pretty consistently.

Edit: With this build, you can pretty much tank donatra, the queen diamond, elite tac cube as long as you don't let the heavy plasma torp hit you. You don't even need to worry about that since the AoE scatter volley will take care of that for you. Hit brace for impact whenever you see the torp spread buff on the borg.
Reality is WAR
KHG Klingon Honor Guard

Last edited by deokkent; 04-08-2013 at 02:16 PM.
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