Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Vo'quv Carrier setup help
01-09-2012, 07:46 PM
Ive been puttering around with my new Vo'quv, and its really fun, a lot different then flying escort or bop, but i want to get the best i can out of her both pvp and pve. what would be the best setup, weapons and consoles, to make her effective? atm im using four plasma beam arrays, plasma torp in front, quantum mines in aft, since i liked the idea of burning ship hulls while my fighters do the rest. im running the aegis set as well. thanks for any advice anybody could offer
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-09-2012, 08:19 PM
first off you need to be an eng to get the best out of the carrier. use all beams no torps or mines. the set you have now is good.

for powers it should go like this.

tac-TT1,APB1,and FAW3

eng-ET1, the next should be the small hull heal sry i forgot the name,EPTS3

sic-PH1,ST2

sic-JS1,TSS2,HE3, and FBP3

this is a setup that will let you tank,suport,and fight all at the same time. power levels shout have about 100 attack 50 shields and then aux. go heavy in the eng skill tree and get the 2 shield skills in the sci tree.

for gear the eng stuff should be armor that both have hull and shield resist and you should have 2 of them with the +35% shield boost. tac should be to boost your beam attacks and sic dose not matter. use fighters.

with this setup your pets should not even make half your damage. targets in pvp will go for the fighters first but you will have so much damage on your own that going for the fighters is what you wont them to do. never think of the carrier as suport, you are not suport. you should at the end of a match have the best healing, the lest amount of deaths, and the most damage. and with this its easy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-09-2012, 08:53 PM
thank you, i will try that. thankfully, i am an engineer. is plasma a good beam choice like i have now or should i switch to another energy type for the beams?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-09-2012, 11:55 PM
All you have to do is take a couple beams
Add it to the mix.
Now just take two little Bops, not four!,
A bit of shielding, just a pinch.
Making these to'duj is such a cinch,
Add a very rare plasma turret,
Add a little more, and you count to four
And you never get your fill of…
Carriers, so slow and nasty.
Carriers, don't be too hasty.
Carriers...carriers, carriers, CARRIERS!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-10-2012, 01:19 AM
Quote:
Originally Posted by Nyxium
All you have to do is take a couple beams
Add it to the mix.
Now just take two little Bops, not four!,
A bit of shielding, just a pinch.
Making these to'duj is such a cinch,
Add a very rare plasma turret,
Add a little more, and you count to four
And you never get your fill of…
Carriers, so slow and nasty.
Carriers, don't be too hasty.
Carriers...carriers, carriers, CARRIERS!
You, sir/ma'am, deserve the poetry of the day award. but the bop ingredient, isnt it malfunctioning? they flutter around doing nothing but stare in astonishment of other flying toasters that are bigger then them, even when being shot at.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-10-2012, 01:33 AM
Alas my dearest Birds of Prey, stricken down with blindness.

FAKE EDIT:

Honestly i don't even play carriers i just wanted to brighten someones day up.

Sincerely,
Nyxium
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-19-2012, 05:47 AM
[quote]
Quote:
Originally Posted by sarhamen View Post



tac-TT1,APB1,and FAW3

eng-ET1, the next should be the small hull heal sry i forgot the name,EPTS3

sic-PH1,ST2

sic-JS1,TSS2,HE3, and FBP3


Thats an awful lot of Team abilities putting the 2 others on GCD when on is used in combat, not to mention the FBP will put the TSS on a GCD, as well PH will put HE on a GCD.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-19-2012, 12:12 PM
Please don't take any of my advice. At least not seriously. It may be helpful to you but at the same time I'm sure it isn't Law.

Listen to Roach. In general it is not a bonus to stack up on abilities that will put others on cool down. By using tactical team you know that after its duration is up you have to wait a bit before using that ability again. What isn't always so obvious is that when you activate that power you force other abilities into a shared cool down. Namely engineering and science. Lets say you choose to run two tactical teams as you find the shielding buff just to good to resist. Hazard emitters pair well with with power to structural integrity field. Self or ally so they have utility all around.

Gravity well may be your best pal in an STF. Keep in mind you can only suggest that your carrier turn, any actual turning may in fact be not a fact. Playing position and planning ahead is important. Especially if you want to use abilities that only spring forth from the pointy end of your ship. Like gravity well. If you do then dual cannons and turrets are for you. If you don't then beam arrays are for you.

Plasma beams and a plasma torp fore and aft is excellent on plasma fire procs if you run torpedo spreads. If you run torpedo spreads you cannot run two tactical teams. If you cannot run two tactical teams you have to make some choices in that regard as to how best to keep your shields healthy and strong. Fluoride won't work. Sci team and shield battery maybe. I run a Sci ship and a Carrier in this manner.

Here is what may be even less solid advice. Unmodified torpedo or mine attacks feel like huge waste of a weapon slot. If you can't use a BO power on them, don't use them. There are some torpedoes and mines that do not accept modifiers. Use them instead. Tricobalt device being an example. The crafted Hargh' Peng or however it is exactly named being another.

As always, thank you for the chicken!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-19-2012, 05:54 PM
I'd recommend either Eng or Science in a Vo'Quv (tac dont bother at all). For an Eng, you'll want to be tanky and it is easier to do so with that class with all the hull heals and the natural strength of the Vo'Quv hull. I recommend this setup for a tanky build:-

Tac - TT 1, FAW 1 (or replace it with any sort of variety of beam weapon specialities), APD 2
Eng - ET 1, EPTS 2, ASIF 2
Sci 1 - ST 1, HE 2
Sci 2 - TSS 1, TSS 2, HE 3, CPB 3 (If you can find one)

or for Shield Tanking:-

Tac - TT 1, FAW 1 (or replace it with any sort of variety of beam weapon specialities), APD 2
Eng - ET 1, ASIF 1, EPTS 3
Sci 1 - ST 1, HE 2
Sci 2 - HE 1, TSS 2, TSS 3 (If you can find one, obtainable on Reman boff), CPB 3 (If you can find one

I would not put Polarize Hull with Hazard Emitters because it shares the same cooldown.

For Science characters, I also recommend the builds above, however I'd also suggest obtaining items that increase your resistance to weapons fire (like Neutronium Consoles or the Devidian Battery), these will demolish your opponents weapons capability by at least 50%. There are several other builds for Vo'Quv ships but I highly recommend some type of tanking build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-20-2012, 01:01 AM
Having never taken my Voq out into PvP, I can't really comment on that aspect, except to say that what Ooiue makes sense to me. Well, mostly. Can't think of any reason to run 3 "team" powers.

Here's what advice I will offer for running one through STFs, whose mileage may vary in PvP...

CMD SCI-TB1 HE2 GW1, GW3
LT SCI-TB1 TSS2
LTC TAC-TT1 CRF1 (or TargetSomething2) TargetSomething3
LTC ENG-EPtS1 ASIF1 Dealers Choice

I'd advocate putting one beam array in your fore/aft slots, turrets in the rest. Here's a truth in PvE, at least. You're not likely to get aggro. The Voq itself does not have the firepower to **** a mob off more than a decent escort, so you don't need to go all heal crazy, and an APD cast on yourself is not likely to be triggered unless you're totally doing your own thing (caveat-if you want to spec in threat control as an ENG Voq captain, feel free to give it a shot-not the best boat to try it in, but not horrible either). Similarly your weapon subtype is not as important as it would be in another boat. You could use antiproton for a little extra damage-I use polaron for that offchance they'll reduce the target's power levels. And, if you're using the T-fighters, they're about guaranteed to keep the disruptor debuff on a mob so definitely feel free to use a different weapon subtype. Modest healing abilities that are usable on other ships is preferred.

You are an ENG captain, but you're in a SCI boat so you do need to spec accordingly. Particle generators, graviton generators, flow capacitors, subspace decompiler need skill points. I'd recommend filling your sci consoles with particle generators. GW is going to be where your big damage comes from. Run your AUX high-it feeds GW, and lets lower level versions of heals (HE, TSS, ASIF) shine.

TB is worth using with a TB Doff-with points in flow capacitors you've got a damn near bona fide tachyon beam as well. Interesting to note-the common TB Doff is currently bugged to gaining more shield draining off flow capacitor skill points (a white is almost as good as purple atm). Not that you want to plan your gameplay around an unfixed bug, but. You still want points in flow capacitors to boost your target subsystem skills. Target Engines 3 is (probably) worth using in PvP to keep a player in your GW; Target Shields 3 is probably the better choice in PvEasy. If you really want to be a disabling little monkey, select boarding party for your 3rd ENG skill-you can really put in there whatever you want as far as I'm concerned. Hell, go for broke and shill out for the Marauder Patrol Cruiser and transfer it's Marauding Force Shuttles to your Voq for 2x the disabling fun. Though, TBH, if you're going to do that you might as well put your ENG captain self in THAT ship...

Anywho. My take on getting the most out of your Voq.
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