Go Back   Star Trek Online > Feedback > Klingon Fleetyards
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-09-2011, 10:13 AM
Quote:
Originally Posted by martyparty
I'm trying to tweek the Seige Destroyer to be better at PVP. Over all its a good ship but the lack of cloak makes you an easy first target for the feds. Perhaps I should stay back and let the bops and raptors engage before I attack?

Another issue I have is the lance / disruptor special weapon (forgot its name!).. Its not great and I've heard you can buff it with disruptor consoles and stats. Right now I'm using polaron weapons, just becasue Id had aniporoton on another ship and wanted to try them out. Has anyone tried buffing disruptors to see what kind of difference it makes to teh lance? I have enough emblems and mats now to get all mk XI gear so I'm wondering if its worth switching to disruptors. If you cant increase the power of the laser much I might just stick with Polaron.

For weapons I have 3 x polaron cannons up front with a quantum torp and 3 x polaron turrets at the back.

I'd appreciate comments on the above and also other general tips for flying the siege destroyer.

Thanks
One one hand, the lance is a cherry tapper that does not really contribute much and as such does not warrant speccing for it.

However, i on the other hand, disruptors aren't a bad weapon, and they are cheap.

I still consider BO3 antiproton dual beam bank bases AP builds superior an option to a full disruptor specced build though, especially if you're tac.


BO3 is a reliable skill that has no real strings attached.

just consider the lance a sort of insult gun...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-09-2011, 10:13 AM
Quote:
Originally Posted by Azorth
boohoo, PVE... no offense but even elite PVE is cake walk, npcs have 1 or 2 bo skills max, although they do balance shields unlike some players and you're fighting ships that don't help each other... go to pvp and use siege mode then come back here and tell me "it's good"
I have used it in PvP. I blasted a couple cruisers with it. Against cruisers its usable, and I suspect that's it's intended purpose. There are lots of abilities that make up for the lack of turn speed, and the bonus damage while in siege mode is nice.

I wouldn't mind a third engineering console on it though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-09-2011, 10:13 AM
Quote:
Originally Posted by Jarnin View Post
I just got the GSR Saturday night. I messed around with a couple different builds before I settled on what I'm using now. Today I got a point-blank Javelin critical hit for 35k. The average seems to be around 15-25k on crits.

Now I'm hooked.
Fully specced into disruptors and beams, with 4 uncommon Mk X disruptor consoles, base damage is 16,666 before buffs. Buffs push it well over 20k.

So far my best shot was killing a Borg cube that had around 30% hull left and then taking an entire shield facing and at least 20% hull off another cube that was behind it. It's a fun ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14 40,000 damage with Javelin!
06-09-2011, 10:13 AM
Thank you all for your comments and suggestions

Azorth - I ended up with a build simlar to your last one. I know you reccommended beams but I really prefer cannons as I seem to do more damage. I'm using 3 disruptor DHC up front and 3 turrets at the rear. The rest is more or less the dame as your 3rd buid

I maxed out disruptor skills and I have 4 x disruptor tactical consoles so I do a lot of disruptor damage now...

...me best shot with the lance was 40k damage!!!!!!!!!! (20k is more typical)

This seems effective in PVP too although in the arena its too much of a easy target so I mainly do cap and hold with the destroyer.

Here's a tactic I love in pvp though.... Siege mode - cannon rapid fire etc... firing cannons, torps, when i get close instead of passing over and turning I engage the borg tractor beam then hit the lance for a point blank finishing move! Try ot out, its very fun to do on feds!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-09-2011, 10:13 AM
I love this ship... But it does take a while to get use to it. The javelin is not like the one on the galaxy x, you don't just point and fire it. On the other hand, be it because of the more tactical buffs of not, it seems a lot stronger.

I did a crit for over 78k damage on an infected run today. (this was with most of my tactical buffs running).

The ships visual designs are also stunning. I wish more ships received this kind of detail.

In the end, this and the MVAM escorts remain my favorite ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-09-2011, 10:13 AM
The ship is a great ship. The 1 minute cool down on the Javelin and weapon & shield power boost you get from Siege mode is great. I haven't even specked into it yet on my orion, still being specked into my vorcha, but as you can see in my sig I taught a player, a Dreadnaught actually, not to underestimate the Javelin. But it takes getting used to, and the non-existent turn rate on the Siege mode can be a downer. But you need to fly with support, let someone take the heat while you get that big FUBAR cannon up and running.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-09-2011, 10:13 AM
Quote:
Originally Posted by Victory275 View Post
"Play nice, Sid."
lol if youre a tac in the siege and you arent 1 shotting cubes you are playing WRONG!
Lt. Commander
Join Date: Dec 2007
Posts: 120
It's turn rate alone during siege mode made me realize it was pointless in PvP! And the drop in speed! Don't even get me started on that!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
06-09-2011, 10:13 AM
Quote:
Originally Posted by drkfrontiers
It's turn rate alone during siege mode made me realize it was pointless in PvP! And the drop in speed! Don't even get me started on that!
It's pointless in PvP if you're alone or not working with your team. If you got a team properly supporting you as their artillery piece its a very effective ship. I do admit though the -50% turn rate is very very excessive, at 100% axillary running RCS accelerators the thing turns slower than a cruiser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20 Holy Walls of Text Batman
06-09-2011, 10:13 AM
Since I finally got my Build down pat I figured I'd share. I've found this build to be very solid, and it does more DPS than my Defiant Retro build. I'm absolutely in love with this ship.

Fore Weapons:
[Dual Disruptor Beam Bank Mk XI [CrtD] [Dmg]x2]
[Disruptor Dual Cannons Mk XI [CrtD] [Dmg]x2]
[Disruptor Dual Heavy Cannons Mk XI [CrtD] [Dmg]x2]
[Quantum Torpedo Launcher Mk XI [Acc] [Dmg]x2]


Aft Weapons:
[Disruptor Turret Mk XI [CrtD] [Dmg]x2]
[Disruptor Turret Mk X [CrtD] [Dmg]]
[Disruptor Turret Mk XI [CrtD] [Dmg]x2]

Equip Set:
[Aegis Graviton Deflector Array]
[Aegis Hyper-Impulse Engines]
[Aegis Covariant Shield Array]


Devices:
[Weapons Battery]
[Subspace Field Modulator]

Engineering Consoles:
[Console - Engineering - Plasma Distribution Manifold Mk XI]
[Console - Engineering - EPS Flow Regulator Mk XI]


Science Consoles:
[Console - Science - Biofunction Monitor Mk XI]
[Console - Universal - Assimilated Module]

Tactical Consoles:
[Console - Tactical - Disruptor Induction Coil Mk XI]
[Console - Tactical - Disruptor Induction Coil Mk XI]
[Console - Tactical - Prefire Chamber Mk XI]
[Console - Tactical - Warhead Yield Chamber Mk XI]


-- -- --

Klingon Training
Engineering Team: 8
Science Team: 8
Starship Attack Vector: 9
Starship Command: 9
Tactical Team: 8
Raptor Captain: 9
Combat Maneuvers: 9
Qorgh Raptor Captain: 9
Starship Battle Strategy: 9
Pach Raptor Captain: 9
Destroyer Captain: 9

Starship Energy Weapons
Starship Energy Weapons Training: 7
Starship Beam Weapons: 9
Starship Cannon Weapons: 9
Starship Disruptor Weapons: 9

Starship Projectile Weapons
Starship Projectile Weapons Training: 7
Starship Torpedo Weapons: 9
Starship Quantum Projectiles: 9

Starship Engineering
Engineering Training: 7
Warp Core Training: 7
Weapon System Maintenance: 9
Weapon System Efficiency: 9
Subsystem Repair: 9
Hull Repair: 9
Weapon System Performance: 9

Starship Operations
Operations Training: 9
Starship Emitters: 9
Starship Hazard Systems: 9

-- -- --

Lt. Commander Tactical Station
Tactical Team I
Cannon: Scatter Volley I
Attack Pattern Delta II

Commander Tactical Station
Beam: Overload I
Cannon: Rapid Fire I
Torpedo: High Yield III
Attack Pattern Omega III

Ensign Engineering Station
Emergency Power to Weapons I

Lieutenant Engineering Station
Emergency Power to Shields I
Engineering Team II

Lieutenant Science Station
Hazard Emitters I
Science Team II
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 12:22 AM.